What do you guys have to say to me making a couple of max viewport shaders for you to use to test out any normals or textures you have... i can drop the .SFX file into the folder for use. Or are we just doing straight up modeling, no next gen stuff?
People will always compare it to the original and look down on it if its not as good as theirs. If you take the idea of Metal Gear Rex and make a version of it that is current gen and it looks incredible you could get away with it. Replicating exactly what has already been done is bad imo. Make it your own.
MMMmmmmmMMMmmmmmm... love the design sooooo much! The greedy part of me wishes they pushed a bit more of "next gen" kinda feel (aka new Aion screens) buuuttt... Guild Wars is one of those mmo's that can be played on a variety of computers and still look damn good. I can't wait!
I have completed the lowpoly model: The current Lowpoly count is 11,442 I could possibly cut down some more polys but as current gen car games have poly counts of 60,000 polys per car for ps4, and xbox one and over 200,000 for PC, there wouldn't be much point.
Yeah the techniques I'm using for fur are based off last gen/ high optimization. That and at this time I need to shop around for a good fur card painting system cause right now I'm just laying in cards by hand. I'll see if I can tap into neofur sometime soon.
Uncharted 2/3 had Nathan Drake at 35k triangles with no LOD. Ryse's main character was, I believe, ~80k triangles. Those should give you a good base for what to aim for in terms of fidelity. I won't be surprised to hear of main cinematic characters with 100k triangles for this gen games.
If you are looking for doing 'next-gen'(I.E. Xbox One, PS4, etc.) texturing you want to look into some of the available tools and into Physically Based Rendering. Look into Substance Designer and Substance Painter. The program's creator, Allegorithmic, has a youtube channel here is a very good source for learning the…
Dat orange colour version...looks great! Going to try nDo and dDo on one of my assets myself, is it really effective in helping out texture enhancements? I've been doing it the usual traditional way and texturing by hand in Photoshop but the Quixel software really brings things to a next-gen level.
Hey Xen, how would I do that? Swarm pops up and while it's running do I go to cache-clean? Thanks for the help, ~Jon EDIT - I guess I don't have to do it while it's running cause the window stays open. I'll let you know if that helps.
A particle emitter, that emits meshes that are little four-poly animated mesh butterflies? Or maybe a particle emitter that emits single-poly particles with an animated texture on them? I'm just kidding, I haven't developed for Unreal since the previous gen. I bet r13 could tell you, though.