Ive been diving into high poly now for a while teaching myself to model at high quality and I admit I dislike it . Spend a shit load of time cutting in detail that most people won't care about in the end . Doom 3 is a great example once the woe factor wore off on the graphics there wasnt much to the game play and so will…
Im beginning to like the normal mapped pipeline more and more. But I agree on being just too much work for a single char. For an ex. It can take up to two bloody weeks, modelling and texturing. Looks like making chars these days are becoming more of a team effort. I agree with Soul. I think hf2 was a great example of a…
[ QUOTE ] and yet they still painted their textures traditionally, more or less .. [/ QUOTE ] weren't much paintin' goin' on there actually. Largely photoslappin' ;-) World Of Warcraft to me is a perfect example of a video game experience that is utterly beautiful to behold, and an incredibly immersive, compelling game…
I'm with Isis... to a certain extend. Normalmap useage does not mean ultradetailled assets, to me it's just a great tool to get better surface definition which is a bit different. One could use Nmaps to smooth things or give some areas more definition without going stellar. Right? Not every button/bolt/piston/wire has to…
I was thinking about starting a topic like this, but held off, as I didn't want to sound so doom and gloom. Our company is making the switch to producing next generation graphics. The biggest hits I have seen are learning curves, and time. Learning curves are temporary. The examples are assuming 8 -10 hours a day or…