Well Malcolm, I think you're wrong again. You say there is no reason not to normal map characters, but there is. We are a studio of about 12 people. Our games usually have very tight dev schedules, and short time periods between milestones. We don't exactly have the time or the resources to create high poly meshes for…
" Looking at the UT2007/UE3 demo footage, it seems that none but the very best amateurs will be able to produce professional results. " Over 5000 maps were made for UT99(nali city), don't know how many were made for UT2k3/4 but I have I feeling that it was a fraction of that. So, with all that work involved I don't see too…
As far as your first character goes, I think you are doing well. My first character was aptly named "Plumber-Man", because he looked like a green pile of shit. Now, as far as what I think of the originality of this, honestly there is nothing new here. I really hope you think of something new to do with it. What will really…
Get with the times people max 9 and up can handle millions and millions of polygons like XSI could since version 5. Now can Max 8 and 7 do that? No it can't, they also added that awesome hidden line feature in 9 that's worth 5000 dollars but you got it for $3,495 and to show that we care about your pockets we released 2008…
Adam - tell me about it... The release date is May 30th right now. There have been 2 public beta tests, so I hope that the online is is stable enough now. I still talk to the guys at 5000ft, and they told me the May30th looks good. So here's to hoping!
Well hey, I'd be going.....if they E3 committee weren't DICKS this year. They refused 5000ft employees from going. Said we're 'too small'. We've gone the past 4 years.... Oh well, I work for a diff studio now anyways.... :P
Mary-Margaret is the only other recruitment company I know of, but honestly going through them or game recruiter isn't a good idea as they get a commision based on the salary you'd be offered. So if a company is looking to hire you at 50k, and you go through them it'll end up costing the company initialy something more…
Render, with big polygons - one draw call on a 2048+ texture runs slower than a 512 texture with 100 draw calls ;) Well, in AS3 at least. On GPU platforms like Unity I have no idea. Up to 100 draw calls, the difference in performance is almost non existent. 500+ is where you start to see a very significant drop in…
I think its too dense and still has some tightly packed areas. This is about 1 or 2 subdivisions up from a standard base mesh that I would create. I normally stick to 500-3k polys (not tris) for base meshes, I toss a turbosmooth modifier on top to see how it will sub-divide. You can also use the tessellate and mesh smooth…