It's still viable for MMOs - but it seems like the MMO industry is a seperate beast from the rest of the industry. The art is still last gen, teams are in the 100s and up, dev cycles are 2-3 times longer than other genres with 4 times the assets. This is only going to grow with f2p when you need to create new content every…
About your original question of "I am seriously contemplating what my tri count should be"; You badly need to learn some restraint when creating a 'lowpoly' model. To that end, I'd say you should shoot for roughly early PS3/360 gen character specs; about 5-10K tris. With that much geometry you should be able to start…
They've both definitely burnt bridges on selling initial/1st gen hardware. MS more than Sony, but both had issues. Hopefully this time, they've learned their lessons, but I can definitely sympathize with the reservation of buying the launch day models. Personally, I'm holding off to see if Sony offers a Vita bundle. There…
Your concept has much deeper skin folds, I would work these into your sculpt at a lower subdiv level, to keep your fine detail. As it is, it kind of looks like a plastic model. Deeper folds would lend it more weight and massiveness. For example. http://www.zbrushcentral.com/showthread.php?52216-Next-Gen-Rhino-Warrior Great…
@SamStark No limits, you can do a super low res 5K triangle model with hand painted textures, or you can do a current gen 100K triangle model with all of the fancy maps to go with or anything in-between. It is really up to you, whatever you think you can get done in roughly the time given, the only criteria is that it has…
Most avoid it like the plague because it gets all sketchy when you want to release a game, I would recommend going with unreal 4, its subscription based 20 bucks and 5% royalties but if you want to develop without updates just cancel your sub so its 20 bucks and you have a next gen game engine you can publish on.
I tried turtle a while ago for baking AO maps. it's really good, but I didn't get into it cuz I wasn't really rendering anything back then. without a doubt my trial period is expired =/ do ppl still use vertex shading/lighting even on current-gen games? wouldn't that conflict w/ dynamic lighting? or do they treat it more…
yeah I have done this before ie welded/flipped the normals. i was just hopeing that I wouldn't have to it he he. I am not working with a specific engine bTW, just designing a few assets as if they were for a next gen engine. you would think that the modern engines would be able to render two sided without me having to do…
DDuckworth: 25k for a character model in next gen games these days is practically the norm. Uncharted 2 was using 80k character models. It IS ridiculous in my opinion, but thats more of a stylistic preference. Veneficus: Looks good so far, you might want to look at some more reference for the front and sides of his neck.…
I think I liked the versions without spec better cause it burns my eyes a lot less. The round thing by the base of the barrels is reaallly white.. and so are many other things. I guess "next-gen" from a few years ago looked like that but I certainly hope it doesn't anymore. Personally I hate it... well.. that's my opinion…