I think what Odow said is true for people who are forced to look at dozens of reels at a time. That would drive a person nuts for sure :) But our work is 3d and I think a really good reel can be a real help 8n selling your wares. Here is a collection of great reels:…
I think the polygon counts on these are actually totally fine for current gen games, considering the size of them. Polygon counts change from project to project anyway and they are always increasing, so I don't think the exact polygon count on your assets matters as much. What really matters instead is polygon…
Wow that smooth step really did the trick! All the info you guys have posted has been very helpful. My boss is very happy as of this morning too since yesterday our team endured the Eye of Sauron for the game's lack of graphical updates :) Despite being an older game it's starting to look closer to current gen. Thanks…
Triangle, vertex and so on count on single meshes are just irrelevant on modern hardware. GeForce GTX 660 can grind about 1 bilion tris/second. So as long as single frame won't exceed 100mln triangles it's good to go (;. The real issue is amount of unique objects per scene. On PC because of software overhead maximum amount…
The method you described only works for an object with unique uvs (non overlapping UVs) which is pretty rare. Usually only characters have unique UVs. The benefit of unique uvs is you can paint everything unique. Baking a tileable texture into a unique UV template is the worst of both worlds- low texel density due to…
Well, I wasn't calling out Sony products only. They have just honestly had a problem with almost all the hardware platforms they've released. I did include Nintedo in there as well. The only other platform I can think about that I forgot to mention was the original Xbox and it's 1st gen HDD failure. I had one of those. I…
All comments on the website aside,as Daz mentioned it also lacks focus. It doesnt properly show what you can do. The easiest way to get into the industry is doing environment art,tons of env. assets are needed to make game and its the best bet for getting your foot in the door. Also try to incorporate some next gen assests…
thanks imag. k, so XNA stands for: X="cross-section of powerful microsoft technologies' N= 'next-gen' and A= 'architecture', eh? .. screw it. i so love how microsoft takes a shot at sony in their faq. [ QUOTE ] Q: What's the difference between Microsoft's XNA and Sony's Cell? A: In the next generation, software-not…
Ok ill def rework the texture. A friend of mine said to make slight difference in each bricks shade of color which I thought is a good idea. As to answer Vig's question I am using Xioulies Shader with a Diffuse and a Normal Map applied. I do plan on adding a Spec map although I am currently researching how to do that. I…
Interesting info here. I agree with Vig. Texture memory is way more important than saving some tri's, especially when these next-gen engines start pumping out the polycount they do on consoles over the next year. I'm working on the Game Art Workshop #4 and I am at the texturing/baking phase. A friend suggested I do a LOD…