I don't know if she'd be happy with an atom based computer, it might be too slow compared to what she's used to - I have to get the specs from her last couple of laptops. as far as the PSU - the calculator puts it around 180w - around that range I'm dealing with manufacturers I've never heard of. I might look into that.
@Jedi : Do you really can create a brush called let's say : Drift (i insist on a brush and not a layer system.) And set black in diffuse, than, black in normal map, than white in spec, etc ... Than use this brush Inside all your future projects/datas/objects without having to reset diff
Two weeks sounds about right from start to finish with those specs. It *could* be quicker (5-7 days if the gun is simple) but two weeks is a reasonable timeframe. Even if you cut it down to 7 days, that's still only 3 per month while risking quality and burning your animator(s) out in the process.
The bake came out really well on this and the spec finishes off the edges around the gun nicely. I like the bit of tape you have on the back of the gun, it gives it a lot more character and tells a story to it a bit more. I can't quite tell what type of material the clip is supposed to be though. Is that wood or a painted…
I decided to finish another piece I was doing before I continue with the sword, just the basic gun that seems to be standard in every portfolio. Here is my high poly model, I'm currently UV mapping the low poly that ended up at around 1950 triangles i think. 1024x1024 color, spec and normal.
I think you have a good site there, You probably just want a full body character done with todays technology (normal map, Spec, etc..). The heads are pretty nice too. My favorite is your Nathalie Portman sketch. :) I'm just a student so take what I say with a grain of salt.
i dont think the noisy background you've chosen does any favours for the final textured model gun looks cool and I really like the design, although I reckon you could have made it a bit clearer what the different materials are, maybe the metals need a bit more spec or reflection in places
the model format thing is really up to the coders, and not your job. unfortunately many standard formats would be wasting too much memory for your needs. ms3d (milkshape 3d) and "blitz3d" both are binary and should contain all you need, specs are open, as well... but well you might as well write own format...
Looks like low res stone texture tiled over the whole thing. If you're going to go low spec you need to work much more implied shape into the texturing, right now everything is very flat. Also, the detail that is in the texture seems misplaced and noisy, I think it's hurting more than helping.
25 mil? what I can barely get 300k to import/run properly on similar specs, no idea how it would handle 10 mil let a lone 25 (though I saw some of those epic renders, no idea how they got that in max running well)... maybe something is wrong with my software...hehe