"current gen" is pretty ambiguous right now. Are we talking 360/PS3 gen, or XB1/PS4 gen? More polys. Most Xb1/PS4 gen games I'd imagine are using some kind of PB rendering (the ones simulating realism anyway). Mari and substance designer/dDo would probably be a good start for materials.
Thanks for the tips guys, lots to read up on and think about. Marks - XB1/PS4 As we are not worried about polycount by the looks of what you say how would 80K for the LAV be and then make a level of detail down from there? I will also post up some material stats when I drop it into an engine. Mari - Physically Based Shader…
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…