yeap like everyone said- spec map needs some lovin. also I`m not sure about 12800 tris. Seems a bit steep but I could be wrong. I know charachters in UT3 run the 6000-8000 range it seems as if thats as "next gen" as it gets right now. I`d say on your next project try a nd hit a lower poly count. Super kickass otherwise.…
Great update! That should produce a nice normal map. As for how many polygons your low polygon object should be? For that I would say 200-400 polies on the conservative side and 600-800 if you wanted to really round out the corners and the cylinders. Just my estimates though.
What's up Zcubed, if you want to know the secret to becomming a good modeler, well the first is to start using reference and the second you are doing already which is practice. Over all you are doing a good job. Try to only put edges were there is detail. For example if you can define the shape of a curve with only 4 edges…
They can pay the new kid less but you will have far more experience. They may only make $12/hr but if it takes them 20hrs to do something you can do in 4hrs then it's not economically viable. Also that new person may need 5 hrs of help and meetings from a senior artist. Companies aren't head hunting fresh out of school…
Tanks for the crits and advise i did do it whit blueprints maybe its the angle of the pic that make it look sqashed? i did take care of the jagiies and i also did look at model kit for ref so i guess its a lesson learned... The current poly count is 10 800 poly will post a screen later tonight
You know he's being sarcastic right? He hates us all! J/k I totally agree with you Emeriastone, you have to have a thick skin at times, but its tough love at its best around here. Personally I can't think of a better environment for 3d artists to grow. Just wish I had known this before I dropped 80,000 on school, lol. Oh…
Hehe, the in-game shots look great, and I love the little critters... One question - is that the in-game model you show as 8000+ polys? Does that mean it's nearly 17000 triangles? Seems to me like that's fairly unnecessarily high, especially since a lot of the detail seems to be edge loops not adding any…