I'm not working on the project anymore actually so less nerve racking than it might have been. But its cool to see that its doing fairly well. Certainly hope they hit their target!
Mostly they were not concerned much with modularity, and they had very high res texture targets and polycount goals. Much higher than I was used to. Also, here's a very high res screenie.
Titanfall. A moment to escape by shooting targets while moving fluidly in an environment is a decent moment. I feel guilty playing it though, since I keep thinking I'm wasting time with that game.
Whether or not the triangle count is too high depends on what type of game your developing it for and what system you're developing for or range of PC users you're targeting. Also what's with the giant ball.
now the question is, why do you need it to look good in max? what do you do with the lowpoly, past baking, in max that you can not do directly in your target engine?
It's entirely dependent on the use of the model within the project. Knowing that the target platform is PC/console only answers one of many questions you'll need to determine how much geo should be used.
first job. pulling up and down the (paper) targets at a rifle range (was behind cover, still have some hearing damage but interesting to get to see so many different types of firearms)
The walkers seem kinda cool, but how is that going to be effective? They look like slow moving fat targets suspended at a convenient height for popping outta the sky? Hopefully it has some powerful weaponry...
Im pretty sure it does support morph targets cause I tested this explicitly, and nothing special has to be done actually. Which UE version are you using? It should work in 4.25.
Only model what you see unless you want to go overboard for porfolio presentation or something. And how much you see can depend on animations / the level of detail in the target game.