It depends. It always depends. http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/ http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/ http://wiki.polycount.com/PolygonCount?action=show&redirect=Polygon+Count#Typical_Triangle_Counts
DATE: 2013/04/27 Finally finished my high poly, did a zbrush pass and got all baked down to the low poly which currently includes Normals, Displacement and AO. Now onto texturing!
Working link: http://www.gamefromscratch.com/post/2013/08/27/Autodesk-finally-offer-cheaper-Maya-indie-edition.aspx Yeah, no MEL, no plugins, no SDK, no rendering, and a 25k poly limit? For $795? Pricy and crippled. Lame.
i managed to get some good deals as well. Assassins Creed Revelations $35 Metal Gear Solid HD Collection $35 New chair from staples (originally $170) payed $50. 27" HP Monitor (originally $400) payed $300
Update 04/27 I was working on my italian scene again to finish it someday. Some meshes are from the current eaas package. All materials made with the quixel suite. For critics and comments I would be very grateful :) new window for the 2nd house:
I have a huge ikea desk + a sofa table http://www.ikea.com/ca/en/catalog/products/50228034/ Desk holds a 27" monitor and Cintiq. Sofa Table holds my PS3, Home theatre amp, camera gear, fights sticks etc.
Day 27 Pendant [wip] Almost done. Reworked the texture for the pendant and I'm happier with it. Will probably go back and refine it more. Some texture work is not standing out as much as I want. All C&C welcomed.
FUCKING DISPLAY PORT ADAPTOR!!! I disconnected my apple 27 and no more crashes! Cant fucking believe it! 2 weeks i changed hardware and reinstalled windows, it was the DP!! O_________________________________O Thanx guys for all the help :D
"Duke Nukem Forever was officially announced on April 27, 1997 along with the purchase of a license to use the Quake II engine." 10 years of developement.. wowza! thats a long long time in a busy industry like video games. i wonder how many more years it will take them.
A few days ago, I decided to put together a submission for the current Pwnisher challenge. The goal is to create a sequence inspired by the final fight sequence in "Dune: Part 2". The main Fremen character will be vaulting over a stabbed Sardaukar in the middle of falling. I've never attempted anything of this scale…