Hello ! I am looking for freelance/outsourcing work, I have a very good grasp of modelling and texturing for hardsurface assets, both for next-gen PBR workflows or mobile. I might also be interested to relocate if the right opportunity arises. Portfolio: www.robertdeleanu.com Contact: justgountil [at] gmail.com
I'm sure this has been asked before, but I couldn't find a straight answer. So what would be an acceptable polycount for a resonably complicated piece of kitchen furnature in a this-gen game? I modelled a high poly stove and sink combo unit at about 12k polys. Then got the topology down to about 6k polys for the low poly…
Amen Vig, I been hearing the next gen thing for over 10 years now, never liked it .. Unfortunately .. there is no stopping the next gen .. so it seems :S LoM, did you check out racer445's weapon creation tutorial? (I'am not 100% spec is handled in there but I think it is). And as Vig said, greatly dependent on the material…
I'm working on my senior project in school. I'm trying to use some 'next gen' techniques, and fleshing out my environment around something along the lines of a gears or UT3 set of restrictions. My question: What is the general rule for poly budgets for games of this caliber? Hero props? Tubes/Pipes (how many sides)? Minor…
Hey all you TA/Ds and Riggers, what's the specs on current Gen engine's rigging capabilities? Things like UE3; Doom3; etc? Specifically: limit to # of Bones total? # of bones each vertex may be attached to? or phrased differently, blending weights allowed? I'm asking because from what I've been able to observe, games like…
I was curious if anyone knew/had any predictions about the kind of polycount and texture sizes that would be reasonable for environment assets in upcoming next gen. console titles? Also, Are environment assets going to be more regularly given normal/bump and specular maps? I realize that this would vary greatly depending…
Hey guys! I’m finally happy to share my latest personal project: a real-time character study of Lagertha, portrayed by Katheryn Winnick in Vikings and inspired by the Barbarian concept from Diablo IV. The main goal of this project was to deepen my knowledge of the character creation workflow, striving to improve every…
i realise that this is largely engine specific, however i figured it could make for good conversation too. i was wondering what "current gen" standards for polycount, and texture size are? i've seen games that have what seems to be low polygonal budget, but huge detailed textures, and i've seen the opposite. i've seen the…
Hi guys i am working on a Next Gen Combat Rifle the AR 15! I plan to make this into a game ready model as well. I have added the "human" touch to it, well what i would do if i owned a rifle like this one. Here are some Renders: Please leave any comments and crits on it...
Those of you who are working on new, next-gen titles; how often would you use a 4k texture? Do most characters today get a 4096 texture map? Or would that be overkill? Would it be common today to use a 4k texture on say a car/vehicle?