SirCalalot - Thanks for that - I'll give it a go! I've uploaded a copy of the concept - http://i628.photobucket.com/albums/uu6/phoenixflame57/EnvironmentbyAdamBaines_zpscfe130cf.png
kinda reminds me of my buddeh weisheng's head from a couple of days ago... kinda REALLY reminds me of it :shifty: http://www.polycount.com/forum/showpost.php?p=1388829&postcount=6629
low poly, at 6328 tris at the moment. is it common to keep some parts without thickness? like i have for the feather, shoulder stripes, and other cloth at hands and back, any suggestions?
I did make reservations, though after I hung up the phone I realized he didn't ask for my name. So if you are there early, mention the "14 person" reservation heh. Mine: 760-917-1628
You can render it out, just not with the scanline renderer. http://download.autodesk.com/us/3dsmax/2012help/index.html?url=files/GUID-02B83BCD-6621-4F0F-878B-9781A07C996-2310.htm,topicNumber=d28e449292
CMB: 3D engines used to make lighting calculations per vertex, now they can light per pixel ( actually they have been able to for some time now ) http://developer.nvidia.com/attach/6688
Here is a shot with the wire frame and normal map as requested. The model comes in at 6622 tris. I'm feeling pretty good with the progress so far, so i'll be moving on to texturing. Any thoughts on color schemes? Normal Map:
This: http://img146.imageshack.us/img146/6682/gta401wc8.jpg is one of many common issues with the game (i have this) and this guy is running it on a very powerful machine GTX 280 Intel Quad core Q9550 4gb ram Win XP 64-bit.
@skyline5gtr In fps like COD and Battlefield scopes and accessories generally get there own uv sheet so that they can be used across multiple weapons. Rifle will have 2k, Scope will be 1k, and the bipod will be 512. Rifle: 6981 Scope:6678 Bipod :2791 Total: 16550