Start as low, and as even as possible when constructing your base mesh. You can build it up in sections if that makes it easier. Once you've got it down, try setting up some smoothing groups and use turbosmooth (with smoothing groups turned on) to give an initial base. This will help keep your geometry even, and give you…
Well it's official, 4gb GTX970 runs my scene fine, I can even turn on the double rendering resolution (not sure why I would on a 1440p screen). Ye my scene is not very efficient at the moment. In fact it's pretty rediculous for a single character but it's easy to downsize at a later date. I have it planned out like this:…
good post agg! we are pretty much into everything you said there. I suppose you could say we like to "do stuff" and not spend days just laying on a beach tanning (although activities on the beach are always awesome) Wake up are another place we have been looking into but a week at the english lodge is only $280 which is…
Neox! This is utterly mindblowing, man! Can I ask some technical questions on how you're integrating your art into the prop and terrain system? Is it anything like how they did Rayman Legends? I understand if you can't answer, but if you can I'd love to know. [edit] Like this? (but of course with alpha blending under the…
You can do different biases in Designer, but IIRC Painter is Mikktspace only. Flag for per vertex or per fragment needs to be selected. PC page from when they were made aware of the last details: http://polycount.com/discussion/149783/substance-painter-1-3-mikkt-tangent-basis and the UE4 page for baking with Painter…
You can easily make a simple Myst-style FPS or platformer in Unity or UDK with little or no coding experience. I imagine it'd be ideal for a Polycounter... make it really pretty and visually stunning, get featured on some blogs and get your name out there as a first small project, then make something more substantial and…
there is a good guide for it: http://steamcommunity.com/sharedfiles/filedetails/?id=149270397#89839 just go to the menu point "promotional image" on the right side. greetings
Here's a tool I made for making tiling scults: https://dl.dropboxusercontent.com/u/1482056/TexturePlane.ZTL Two subtools - a flat plane used to frame the document, then the actual sculpting plane. Your brushes will need to be set to WrapMode 2 in order for it to tile.
There are so many things that could factor in to this that its hard to say. Shader complexity means you could have relatively low polygon objects that look very impressive. You can reference games that already exist but each game has its own poly budgets really. this thread may be a good place to…