I'm not much of a weapon modeler, but if this is going to be a first person viewed, next-gen asset I would definitely model in that extra detail. I'd probably limit the geometry to approx. 30 tris for each of those extrusions though. Then bake the beveled edge detail into the normal map... + the AO.
I wouldn't be surprised if a next gen air fighting game used a 4096 texture for a plane/helicopter. In the killzone 4 demo, one character uses six 2048x2048 textures, and that was on 4 gigs of ram, and not the full 8 gigs. Though 2048 should be fine at screen shots this sized.
Hey. You should try to use more actual techniques as PBR or meshes with more polys. Like more actual "next gen". Also, I'm not sure what software are you using for the renders but you should try things like Marmoset, UE4/CE3( Not 3dmax(never))
Just a quick question.. I'm currently building the lowpoly, and I'm wondering what a good tri limit would be for a next-gen character of this style would be? I'm aiming for 10-15k. Is that too much, or standard today? Oh, and I got the topic name changed. Thanks EQ!
I will definitely pitch it to the guys over here once we get to a point when we start needing it, since it's proven useful during the beta to me in my next-gen workflow. By the way. How did you reach the $99 price point for the personal license, Ryan?
As a wannabe modeler.. that really depends on what your modeling ryno. Anyone can model a box, but can anyone make a 3d model of alex ross work? These days with next gen, it really takes some talent with modeling because that detail is modeled versus just textured alone.
Congrats dude, very well deserved and by the looks of things Blizzard's now got a dream team of artists :) All the best dude, and I'm guessing like everyone else here, am eagerly awaiting to see what you guys at Blizzard come up with for the next gen MMO :) :) :)
i was expecting a terrifying tableau of darkness, given the sort of silliness that alan moore tends to indulge in for photoshoots... but it's just sort of nerdy and sweet. hope it's a good match. oh, and in the last photo, alan really ought to tone down the shaders on his jacket. there's next-gen, and then there's just…
Erik, keep in mind this is an older game, not "next gen" And yes, basically we don't have cast shadows. We can do some trickery on certain objects, such as using a dark, blurry decal under things (like characters) but for the most part our lighting is pretty simple.
For a portfolio piece you really need to either absolutely nail realistic anatomy and with all the `next-gen` bells and deflated party whistles or come up with a really strong "Character" design. The latter is easier in terms of length of time it takes to get there... rule number 1 for that: Impressive Silhouette.