Well, 600 x 120 is 72k objects, but I get your point; it's a lot of objects. I think you're going to need to simplify your scene. Or break it up into smaller chunks. I've never used Containers, but it's supposedly used for breaking up large scenes.
That's great news. The fight scenes in the previous Wolverine movies always felt weak because of the PG-13 restrictions. I'm hoping we get something like the fight scenes from the X-Men Origins: Wolverine game in the new movie. http://www.youtube.com/embed/7EocXtLAAAc
Marmoset Viewer cannot completely bring over the scene set up in Toolbag. For example it can only take up three lights in Viewer. I recommend, if you want a one to one set up between both to keep your Toolbag scene as efficient as possible.
Waiting for Walhgren to roll up with his cat pic. On a side note it's worth going onto youtube and typing in behind the scenes <game title>. They have a whole channel to games behind the scenes which you can find here: http://www.youtube.com/show?p=DjS4gU4g8kM
Sandy The beast should be the only character in the scene. A mount would be considered as a second character. ChaosWWW 1. Yes, the textures for the pedestal can be split.2. Yes, the scene should be set once and for all. 3. Vertex painting is ok. Tessellation is forbidden to keep the integrity of the mesh.
So what is it that makes the European scene so different from US or Japan? Why is it so much harder to make it over here? If it really is? Are we just incompetent? Isnt there anyone on the board that has worked on both scenes that would like to chare his experiences?
Merge their geo into your source scene and apply their texture to the original model. I'd look around at some scripts to see if there was anything to speed the process, maybe there is something that would load a batch into your scene and do everything for you. Or, you could just ask them not to be lame.
So, I was about 30 mins. late for my deadline, but only because I was trying to figure out how make my scene with more modular pieces and I wanted to fill my scene with some rubble piles so that it doesn't look so empty.
If I were making this, it would help me to setup cameras at the same angle as the reference picture, recreate the ref as accurately as possible, then optimize while filling in the blanks. The powerlines clutter the scene a bit. I'd remove them unless planning to build more of the scene around this area.
Like many of your scenes, this could really feel the love from pushing your lighting. In this example, the floor to lava and the sky is night while the blue floor lights do their thing. experiment and have fun with it, you can really enhance the look and mood of your scenes.