Skyrim - console versions, new. EB - $120 K-Mart - $75 Import - $62 Game prices are massively inflated here in most places as it is compared to the US and UK without having to pay the EB tax on top of it.
Hi all! added a new one. Its a bit lengthy, but there should be some tricks here and there. Its not showing a final piece but more like, a way to get 75% of the job done quick ... http://vimeo.com/11801399
The UE5 demo scene is 24 gb packaged, with 75% of the space being taken up by textures. High poly Nanite models barely take up any disk space. Less than normal maps for better results.
I hate progressive JPGs myself. Regular JPGs should be fine, just use your best judgement. For my own portfolio I compress them to about 75% quality, good tradeoff between size and quality.
Scale is always relative thing. But when you say it's real world scale, it's a fixed thing. I've done a tutorial on this topic. That will answer your question. He's the link. https://www.youtube.com/watch?v=YF1sEN9B1CA&t=75s
Just picked it up over lunch! Cant wait to sink my teeth into it tonight! Also, found this beauty that I may or may not have ordered. awwww yaaa! http://www.projecttriforce.com/index.php?p=product&id=75
^agreed... game looks pretty and the gameplay is fun... but the FOV is killing it for me right now. Its too low right now, it should have maybe an FOV of 75 at least... i wanna set it to 90 to be more comfortable.
Maybe not the best example, but maybe it gives you some idea. 3ds max 5.1 Scanline renderer Max 2.5 Star supersampler Specular Level = 100 Glossiness = 75 Left = no bump, right = bitmap Bump @ 100
Normally I'd say we're about 75% env & 25% character artists here. (I tend to think modelers/texturers with this question) But throwing Animators into the mix shifts things a bit more toward 50/50 here.
If they released an art book with every drawing ever printed i'm sure they could easily make some of that back. God knows how many polycounters or conceptart.org folks would be in for that. I'd gladly pay 75-100 bucks for that.