Uhh, because it's a visible part of the game? If that's inhouse, their artists are lazy as shit. If it's outsourced, the lead in charge of that outsourced content is lazy as shit. There's no way to miss that. None. You check every single texture. I caught multiple issues on Forza 3 that our vendors had returned to us.…
10k is absolutely justified I'd say. This sort of stuff is buttload more complicated than 90% of art that is outsourced, so comparing that to rates decent outsourcing companies ask for simpler assets it makes sense. And again, there really is the question to find people up to this task; I'm supposed to be (too much of) a…
wonder if that's in house or outsourced. I guess it would be easy to slip by the supervisors, nobody looks underneath the things. I guess they didn't touch a thing at all from GT4. Why are we talking about the bottom anyway? lol
Modeling cars that need to be approved by the manufacturer takes some work and not a little understanding of how cars are designed. Blueprints only get you so far. You also have to take into account the technical specs, damage, UV's that work with scrapes/paintjobs etc. That said, 10k is at the high end and that's speaking…
Just wondering about this Premium vs Standard thing now. I've been quoted that a high level car model costs a studio about $10.000, I think with GT5's quality that might go up to $15.000 even. And that's just the art, I can imagine setting the physics up for a game serious about these things would also take a considerable…