the polycount really depends on the type of game, platform and the object which is tough to explain a hard number for. The best way I have heard it explained is (for current gent console or pc) Use as many polys as reasonably possible to maintain the silhouette of the object and makes it easiest to texture/bake normals. I…
Yeah get all that. Been on the job for 9mths, though at times to be fair I'd found can be rewarding but overall really long crazy hours for not much compensation at the end of the day, considering the potential risks involved. So IMHO it's an industry as with most 'service' based businesses for that matter, are typically…
Yeah as Shawn has said its tricky balance to get right. The lack of scripting was always going to be a hot potato, and I see many comments from people stating that Maya is unusable without it. Personally I wouldn't quite 100% agree with that, but coming from a TD background myself, I get what people are saying. Alot will…
I agree with Luxury, the Massive Black book wasn't quite what I'd hoped, I guess I shoulda looked at the flip-through a bit more. It's not bad, but not really as inspiring as I'd hoped. Honestly the most inspirational art books I've ever read are John Howe's art books:…
1080 is the oldest workable card if you want to paint at 4k 2070 super is ok 3070 seems fine based on the 100+ artists I have using them, 3080 is definitely fine If you're on a lower budget the 1660ti is probably a better bet than a 3050 - I can't say for sure since I've not tested low end stuff but on paper you want to…
It's kind of hard to see, but it definitely looks like you didn't set up your smoothing groups properly. Remember that any 90 degree or sharp corners should be hard edges. If you do this and still get some shading issues, screw around with the smoothing groups to get a workable result. Any harsh shading issues on your low…
Close but not geometry :) Well I should of been honest that I know how it was done because it was my method. Render a sphere mapped how you want in a 3d package as UVs to a texture and scroll UVs like you would normally and mask the area outside of the sphere. Texture compression makes it a bit error prone, a smaller 32bit…
My workflow is usualy to try and keep workable loops intact in the low poly. Then as i go deeper into the lod's remove loops and small elements, further down i remove some bigger elements aswell and only keep the big shapes that define the silhoutte. When you have cylinder shapes work with side numbers that can be easily…
My progress on the lockers for the scene. @Voxel Take what I say with a grain of salt & pepper, but I generally just go straight to the high poly, most of the time when I'm creating my high poly I will start out with a 'mid poly' but that step for me is more about blocking out the geometry and getting the shape and feel of…
It's not good practice to simply grayscale a diffuse and feed it into CB. You'll need an actual height map so that CB can generate an accurate normal map based on that bump data. Though, looking at your diffuse, it wouldn't take much to turn the diffuse into a workable height map since alot of the depressed areas are…