What kind of vehicle? There is a big different between how you make cars for say, Mad Max vs a game like Gran Turismo. The former: you use texture maps. The latter: You have much more polygons, no normal maps and a special car shader.
Thanks to both of you for the replies. I've updated my first post to according to your posts. -Raul: its only 612 polygons, not 612,000 (not sure if the k in your post was in there by accident) -Phillip: I'll work on the textures and post an update with texture sheets next post. Thanks!
Have anyone can point out what the spec of PS4/Xbone games.just like the above vehicle.(polygon count,texture size,texture category,etc). I just want to know how much graphic performance increase in PS4/Xbone platform.Maybe it will be change the workflow.
Lovely work...and so much stuff in it! huge robot, character, weapons...wow! For now the only critic i would bring up is the maybe axcessive step in the eound section of the character's arm, and maybe not enough on the shoulder muscle (u can clearly see the polygon step there).
@BIGTIMEMASTER super useful information! Thank you so much! I have to try this. BTW i read that a triangle-polygon is a "don't" on retopologizing but isn't it in the game engines "converted" to tris anyway? @Mark Dygert Seem i have to learn skin weighting and rigging :D
Getting a robust, non destructive layer system with vector graphics technology like polygons/sds is going to be next to impossible. Voxels are a much better candidate. Unfortunately the only voxel sculpting app on the market hasn't seen an update to it's voxel sculpting toolset in quite some time.
Good point but I'd really recommend working with "Two Sided Lighting" switched off instead. That way all flipped polygons will be black instead of grey and are very easy to spot and fix as you go along with your modeling. You'll find it in the viewport menu under lighting.
Decimation Master is not the right tool for making a lowpoly, game usable asset anyway. It's function is purely to reduce the polycount of your model to something that other apps can handle, with no respect to polygon flow etc. In other words, it'll make a much lighter model with a horrible mesh.
I think you'll find that an environment like that isn't that expensive in either polygon count or texture memory - at least by Ps3/xbox standards. And the trick to making a whole level that has that kind of texture quality and poly count is to re-use the same assets and style throughout most of it.
ignore my noobness, but by remesh do you mean manually draw out the topology in zbrush, that's all i've seen? Is there anyway for zbrush to automatically retopologise your mesh, basically just fix stretching bits and equal out the polygons all over just for sculpting purposes?