I'd guess around 4000 triangles, but it could be up to 2000 triangles more or less depending on the game. I'm pretty sure Unreal Tournament 3's weapons were up to 6000 tris. Bioshock's looked lower to me.
Oh amazing pior, the difference is huge. I've never tampered with the profiles for renders/presentation shots, even on my cruddy portfolio. Thanks for informing me on that. It's strange though the default working profile was 4x as large at 2mb as to when I converted it to sRGB to 600kb. Really interesting stuff.
Dammit. Looks like the site is down - before I got a chance to download the engine. Anyway - the assets in the associated Humble Bundle look great - almost 60Gb worth of stuff for $13. There's the usual low poly pieces that no-one will use but looking through it, there's stuff I'll definitely use - and it's licensed for…
There's a setting in lightmass called "lighting scale". I remember setting it to a really small number (or half of the default) and that helped mitigate that issue. Be warned however, it increased light baking times BY A LOT. However, it helped smooth out a lot of shadows because you're tricking the engine to render using…
The Gobelins are a state school it is therefore possible to get a scholarship. It's about 6000 euros a year (but you get the best training, equipement possible). The Gobelins are the biggest regret of my life, I made it in and had to quit because I had to move away from Paris for family reasons. However it's not a video…
1. There's an Align option you can use. Check this doc, it's 601 but should be applicable. http://modo.docs.thefoundry.co.uk/modo/601/help/pages/modotoolbox/Tools/VertexTools.html
I've read several times that Modo is not the best solution for game asset creation. Also it does not play nice with Unity, when it comes to animated models and Unity. I also read that the baking tools are quite useless. Similar to Blender, you don't have any cage baking. That is just what I read. I tried the demo of 601…
on the subject of running out of memory, if you are using mental ray its default memory allocation is about 600mb. I dont know about higher versions of max but in 2009 you can explicitely set this in the render settings dialog, i usually bump it up to 1024 This usually gets rid of the out of memory errors. one thing i…