I honestly don't think you guys even need to go that far, just a system of tags that will allow said tags to take prefix and suffix areas in your thread title is good enough for me. Currently, I'm using Google and it's Site search function on PC to browse through P&P. Also, about the image idea, you think that's a good…
I turned off the ceiling light and trying it more with desk lamps which I need to model. The lighting can't be for the benefit of 1 camera angle as the menu will include the whole room. This is the kind of look I am after…
The Foundry made some training videos on folks coming over from the 3D Studio Max paradigm: https://www.youtube.com/watch?v=kDhLs0swq2I&list=PLi2GhhsPL-RqPPzr3BfiTTkodtkEm4ubL They were made for Modo 801, but the basics are still consistent, I believe. Godspeed, Christian!
Wow all of these awesome opportunities, polycount never stop being awesome! My portfolio is a little dated but I am working on things so I can update it around October when I have to renew my domain, so this really couldn't have come at a better time. What I've been doing lately are studies and drawings to try and improve…
You're WAY oversmoothing those shapes. There's about nine hundred miles of extra tesselation there for what you're after. Look up some of the hard surface / subdiv modeling tutorials and reference here on Polycount and elsewhere on the web; you'll be amazed how little geometry is needed to properly describe hard surfaces…
All right, thanks. :) I got a great reply regarding Skyrim in specific here from the user ghosu in case anyone's interested: http://forums.nexusmods.com/index.php?/topic/803117-texturing-approach-used-in-skyrim/ (The second last post on that page.) He went into the Skyrim Contruction Kit and shows how they did it in Skyrim.
there is 8k support too, but in fact i can't to handle a margin for that resolution the canvas can't to exceed 8192 pixels. Currently if you like to make a texture of 8192*8192 you must to use the current framers, which defines the margin like this : 259 (3px) > 518(6) > 1036(12) > 2072(24) > 4144(48) > 8192(96)* For 8k it…
Some rough info would still help... High-end Character: shoot for 50-80k tris ,10k for face ,10k for hair Textures sizes 2048 *2048 and separate maps for face / hair / upper and low body. 1st person weapon : 30-50k 2048*2048 texture Course these can vary wildly, but if you have literally no ballpark these numbers can serve…
Hmm. An Architects Guide to Creating Expressive Game Environments Pretty interesting overall. A few parts felt a bit dry to me but the examples she went through (Bioshock, Dark Souls, etc) were pretty spot on. Both of the Lawbreakers talks (Surrounded by 800lb Gorillas+ 360 art direction) were great. The former is…