@Justin ahh ok thanks for the elaboration, much appreciated... it sounds like an interesting business model, though a risky one... none the less people should value the time and craftsmanship that goes into making a game... from coding to art etc... but most clients don't cause they know there to many desperate people out…
yeah the important note here is that the time it takes to make a model doesn't go up as the polycount does. the complexity of the model is what makes the time go up. if someone wanted a set of pipes that looked photo-realistic and had 30k triangles, that's pretty easy and shouldn't take too long. if they want a mech with…