hmmm probably not the best person to answer this question but Im pretty sure the most general answer you'll get here is that it depends on the kind of game. For a next gen game I'd say thats reasonable....
It does look nice, but not very 'Nintendo'. No big buttons, no flat plastic case. So all of the next gen consoles also double as having the ability to tip each other over, like dominoes.
Ah excellent, I'm working on a little next-gen game pitch in my spare time which'll need some girly noises. Wasn't really looking forward to having to do them myself.
My specialization is current-gen game character modeling. I have strong abilities in digital sculpting, texturing, organic and hard surface modeling with 10+ years of industry experience. Open for interesting projects. email: ivilai3d(.)gmail.com portfolio: https://www.artstation.com/roman_krom
hello everyone I'm looking for some feedback on two models I am currently a work in progress the first one is just a copy off digital tutors next gen characters, the second I had no video guidance. So any help would be much appreciated.
@Obscura No worries, mate. That's actually a brilliant technique. How is the performance? Would this be a technique that could work for games for next gen? I am guessing you are using lods with camera distance. Thanks for the info.
This will be nice. I really suggest that you put more polys on the round parts of the train ( and every round assets in general ), there is no need to have such low poly curves, especially for a next gen portfolio piece.
Over 11k tris seems a tad overkill for me, haven't done many PBR assets though so maybe these are accepted tri counts for next gen assets :D looks cool man!
Just to help you with the tracking, racer445 says something like that in this tutorial: http://cg.tutsplus.com/tutorials/autodesk-3ds-max/project-workflow-creating-a-next-gen-sci-fi-prop-day-1/