I mean I pledged a small amount but I didn't get the rank, so I was wondering if there's something I should do that I've not done. Basically what Spoon said:
Depends on what's needed. Here rogelio posted some nice flats from The Last of Us, explaining his workflow. Basically, whatever gets the best results with the least amount of work. :)
that's not completely right.. the "materials" / shader calls are drawcalls.. one shader which is using 2 textures will generate the same amount of drawcalls compared to the same shader using just one texture
Insane amount's of detail, really cool design for the suit as well! I'm wondering if she turns her head wont the helmet thing hit the spikes on her shoulders? Is there enough room?
I once had the same problem. It's roughness. Make sure they're also set to non-metal. Rust, dirt, smudges don't reflect the same amount of light as metal does.
looking great. The thing that needs now at least for the clothes it's a good wear and tear pass. ND did an awesome job with that. Their sculpts looked like scans sometimes, crazy amount of detail.
Linux gamers are a niche crowd, but niche when it comes to kickstarter is a fantastic, they might even amount to a large part of the kickstarter when told that they can get a native version if donating enough.
I can see this scene's final destination, it's fascinating. And that bed, is dangerous. The amount of detail thou. This will pop if everything is textured nicely. Hint: Don't make the lighting too bright in the final.
No. He says they split the normals. And by looking at the screenshots it looks like thats the truth. So with this amount of information I would say they probably just leave them hard edges (unsmoothed).