I've noticed that for PC games, the "polygon limit" is a bit more flexible than for Console games. For example, the game Freedom Force suggests a poly limit of 2k polies for custom content player models, yet has figures with as many as 3.5 k tris as player models. Then again, for some bizarre reason all of their models are…
Oooo, I'm not sure allowing the player to switch between first and 3rd person is such a good idea. That usually only works in sandbox-style games, where the player is expected to mess around with their environment. It is generally better to constrain the player, especially where the camera is concerned. Give them too much…
Is this all one single model? From the cuts on the base, it looks like you made the majority as a single watertight mesh. Something you'll want to consider if it's game art is breaking any repeating geometry into modular pieces. This not only allows for more freedom with creating different object/arrangements for the level…
Oh, trust me, fully converting IS possible. Just have to stick to the simpler figures (and modern ones - the original G1 figs, while simple, just don't look as good as their toon counterparts). This is a lot higher poly than the contest, but this one does transform - and has a chest that opens and fires lotsa missiles:…
Having good looking human characters in a Rpg is hard.. I've learn that while working on Mass Effect. You need to have a very flexible system, that not only gives the player freedom but also allows the designers to create a myriad of npc's. Essentially its like comparing facegen to lovingly crafted unique art - because…
I have a general rigging-for-animation question. I'm trying to rig something that behaves like the magic carpet from Aladdin. I was trying to rig it in Maya with normal skeleton joints. However, I think I can get better results by creating a lattice around the geometry, attaching clusters to the lattice points, and…
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Hey. I did wonder if this would be the best course of action. My worry is, if I then take the height maps into vray, the displacement will still displace on the geo as it stands now in max. Right? The uneven geo I mean. So whilst dynmaesh will give me freedom in zbrush, if I then apply the maps onto the low poly i am…
Just chiming in to sub to this thread. On the Ddo argument "different strokes for different folks" I can say I won't be using it on this scene but if someone wants to and can achieve a good result with it then *shrug* you could argue that people should learn to bake out everything and never use programs like Ndo2 or crazy…
Ahh, I see what you mean now. I think what I'll do is finish off the current pieces I'm sculpting this way, and if I feel like the process is too time-consuming I'll look into more efficient ways to do it. Currently I'm liking the freedom of Projection Mastering/Sculpting the joints between the stones, because I can vary…