Actually, from what I understand- CoD's used a PBR shader since at least Black Ops 2. The difference is in the pipeline they use to generate the actual textures. Not sure about BF4, though. Shadowfall and Ryse use approximately 40,000 triangles for non-hero characters, compared to the ~20-40k for main characters in the…
Good point, I have added it to the pipe line. I also know of lots of companies switching to Modo for UV creation as well as modelling. 7th Generation Pipeline for Vehicles/Assets 1. Maya/Modo/3DSmax - (model into game engine) 2. Headus UV Layout/Road Kill 3. Zbrush/Mudbox 4. XNormal 5. Mari, dDo, NDo, 6. Photoshop 7. Clean…
I was referring specifically to character art, in reference to a quote by someone at Guerrilla during an interview on KZ:SF, about how even though the poly counts had increased hugely, the corresponding increase in fidelity was only slight (I'll find the specific article later, and post a link). Though, I agree- I was far…
Hello I am looking for some advice on current generation modelling and texturing for the XB1/PS4. I thought I would start off with a vehicle 'LAV-3' an amphibious reconnaissance vehicle but feel free to give advice on characters, buildings and environments or any links to interesting articles like Brian Burell’s Futuristic…