I've done the low poly suspension system, it's really high poly though (due to the amount of mechanical parts). I'm going to say it's for a next gen tank simulator as an excuse (for those who would appreciate the detail) :D EDIT: Only just noticed a whole bunch of pointless loops on two of the wheels, going to remove those…
I agree with ichll3D. The latest update looks way too noisy and like the sharp filter has been overused too much. I think that much noise destroys the effect of the normal map and makes it look very last gen. I like the chipped paint patterns you have though. Looking forward to see this finished.
Here is the wireframe progress. I still have to account for all the extra attachments and it is still pretty messy. Any suggestions are always welcome. I don't actually know the typical polycount for a handgun in a game. This one is currently at 823 polys, which I am assuming is too high. Any number I should be shooting…
Nice rendering! Are you still working on her or is it complete? If not I would reduce the hair size as it makes her skull seem rather large. Reckon you can add some hair strands here and there? It would create volume and remove that old gen look :) I would tone down the spotiness on the specular/roughness as it makes it…
unfortunately these are noisy, run hot and are now not all that reliable. and they're butt-ugly. ;) i had mine die on me and discovered that the YLOD is quite the RROD-problem for 1st gen PS3, just less publicized and with no 3-year guarantee to back one up. as for the original question - i'd save myself the expense if i…
Thank you CheeseOnToast Also I have another question... what is the standard nowadays for next gen... I'm talking Uving. For example for BF4 on PS4 or any generic soldier game.. How many UV's do they use for the character? Like 1 UV for the head? another for pouches? If someone out there knows let me know please
The biggest issues I see with this is the crazy texture resolution you'd need to actually hold current gen expected quality and re-usability. Also this workflow clearly works better if you focus on diffuse maps only. I'd say tiling textures + decals gives you more freedom and more possibilities on what you can do with the…
Next-gen characters alone can have a 10k-20k tricount, so you are well within limits. For games like Crysis or Gears, there can be 2-3 milion polygons on-screen at times, so I think you're fine ;D. If you're new to UDK, I recommend you take a look at Chris Albeluhn's tutorials.
WAAAAT~? I've been impressed by every single iteration of the game they've showed, they were all inovative given the time they would be released at. I do think the latest one is a bit generic and "next-gen" (dark brownish environments and so forth) but it still captured the vibe of the original game. [ame]…
I see a lot of people looking for automated solutions for texturing. I work on old school diffuse only stuff and painting the texture is my favorite step, am I weird or is it no fun with current/next gen assets? Modeling is my least favorite part so it makes me a bit sad to see texturing turn into a node graph.