BUMP Based off a concept by L.D Austin http://ldaustinart.blogspot.co.uk/search?updated-max=2011-10-27T05:17:00+01:00&max-results=8&reverse-paginate=true
Isaiah I haven't found one. I imagine it's everything that works with a Wacom tablet/Cintiq though. I heard ZBrush gets laggy around 6-8 million active points.
Hah, yeah it's a .jpg and yes and saved it at 8/10 image quality so that it would at least be a bit easier for some to see it. It's not really necessary to go all out just yet =P
Concept of a witch's house I drew about 8 months ago. The first of two game-like concepts I've made for learning the right pipeline and developing proper understanding of a designing process.
Update still very much wip but i'd like to try and replicate hazardous sun stalker body http://fc04.deviantart.net/fs71/f/2013/023/8/7/sunstalker_torso_by_hazardousarts-d5shfmd.jpg
I agree, from way over head you wont notice too many details. Make the leaves a square, maybe 8 tris at most for a little bend. mirror the uv.kill the normal.
It's likely because you're baking it as an image with 8-bits per channel instead of 16 or 32-bits. Try baking it as a TIFF file instead of png/bmp/jpg etc and see if that helps.
Interesting the demo only used 4.5 gigs of the 8 gigs of vram. The materials on that guy look great, I really just want to see a 360 turn table of a character in their new engine.
I'm curious about the tricount as well. I heard that LoL's champion has somewhere between 8-20k tris, depending on which character. (before the Summoner's Rift revamp thing, though)
http://8-4.jp/blog/?lang=en They are a games translation studio in Japan that do a great podcast. A few of them are from the glory days of the 1UP podcasts if anyone listed to those.