I suppose the color pass feels softer and comic styled (I usually spend extra time on the color map). But I was intending this to be my next-gen piece... I think I ought to render it differently (e.g. give her a softer look) thanks for the suggestions!
Being a james bond game cant rememer the name. You should have a look at next gen enviroments or decide to go a stylistic simpler but greatlooking way, right now its too little diverse geometry not so pretty tileable textures and some texture stretching.
wow AZ thats a nice bonus. We get like $220 to sponsor a next gen console and thats a one off offer.. i need to switch company :P otherwise about this thread. uhm, i have a 360 and a PC. Both is fun. I win.
I'm moving from the 3D printing space to the games industry and have no problem baking the high to low, but I'm having a hard time finding out what "current gen" polycounts actually are. I know it varies between games and objects, etc. but if anyone who knows could attempt to answer it to the best of their ability, I would…
are these guys working on "next gen" games or are you calling people who do "old school" diffuse only work talentless? From all the layoffs and studio closures of AAA studios I've seen, not having those PS2/xbox skills severely limits your job prospects.
yep, I'm at a point where I need to decide to just slog away at learning it or focus on something else like concept art (yay, art!) or programming (as dull as next gen but more $$$$). Or maybe I'll just end up eventually enjoying it like avocados or roller coasters.
For this moment in game history when the 7th gen is about to give way to the 8th, 28k tris seems okay. For folks 'in the know', how 'bout those texture maps? Is not one but TWO 2048 maps acceptable in this day in age? Y'know, not for MMOs or mobile games or anything but for AAA? pf
Hello, If you have modeled and textured buildings before (or environments), for your indie game,mod, or for fun and practice and your portfolio, I'm willing to buy some. More info and samples could email to : blue_shay AT hotmail.com High quality stuff only (next-gen) Regards M.Shay
disanski, the easiest and best way is to select the different materials on your object and floodfill with the glossvalue you want for it, a high value for plastics, a low value for metallic for example. usually just using the specmap as gloss will end up in quite a nasty material definition, or plastic next gen speculars.
Only the 1995ish early low textured polygon games don't age well (especially with affine texturing it looks really bad on the PSX side, combined with low framerates of the 4 major 5th gen consoles). Anything before in 2D or PS2+ era seem to age a lot better.