- I would show both. The Sculpt then the Game Ready character with Maps. - I would not render images with a higher polycount or any maps that I dont use for the final Game ready character. Most game engine shaders have the ability to contain maps in the Alpha such as Transperancy & Glow so I wouldn't bother showing those.…
thanks for the replies! i'm gonna rephrase my question a bit ;P - Should i show sculpted stuff or only remeshed/mapped stuff? or both? - should i render my portfolio image with more maps/higher polycount then the real game character? ( like gloss/displacement etc?) - around howmuch polygons would the main character of a…
Use as many polies as it takes to look good. For next gen I think we'll be seeing a lot of tesselation. I don't think that the Ryse character is actually 85,000 tris, that would be a bit unwieldy to work with. Chances are they are subdividing or tesselating the model in engine. It might be worth trying some lower poly…
Hey guys! i'm currently finishing up the first piece of my character artist portfolio but i'm realising i overlooked a very important issue, namely the size; i have no idea what kind of polygon count/ amount of maps/which maps i should use, and hoped some of the more experienced people here could help me out. Guess it has…