Hey, So I'm putting together a "Next Generation" portfolio to specifically target techniques used in the PS4, XBoxOne generation of games, and I was hoping some of you might have some insight as to techniques, shaders, polycounts texture types or texture sizes would be typical for this generation? It would be easy enough…
If you can do efficient art, you shouldn't have trouble scaling things upward. Unfortunately, doing good-looking but wasteful art does not mean you can be efficient, so keep that in mind. Relaxed constraints are not a reason to open the floodgates all of a sudden.
As always, it varies from project to project, engine to engine, but on a hardware level: With the increased memory the textures sizes have at least quadrupled (2X and 2Y). However, processing hasn't made the same leap, so the polycounts have't gone up quite so much. With that in mind, people are packing less into verts and…
A lot of what I'm about to say is based on some tests from last year and going to GDC and asking questions this year. I actually disagree with FelixL when it comes to the tiling textures. That's not going away. It's still very efficient to have tiling textures for large assets and to blend them with other tiling textures…
I'd say it means no more cut corners. No more un-chamfered building corners, no more damage and edge wear without smooth blending, no more elements with just a tiling texture thrown on to minimize texture usage, etc. I want to see some unique localized detail! Using a 4096 map, but still use these types of old-school…
From what I see from our clients is that there is a need to get Gen4 quality for Gen3 budgets. That's why there's such a huge interest in tools like Substance, Marvelous Designer, Quixel suite, Allegorithmic Painter, etc. Anything that avoids that actual budgets get even more inflated due to increased technical budgets.…