If you can show me tools that let me make a AAA fancy pants character in the same timeframe as lowpoly stuff - about 2-3 days, then I'll hop on it. It's the weeks working on one asset that turns me off of AAA the most.
Just a general question, I will be model some modern weapons full textures with hi poly bakes done and I would like to know what would be a good timeframe to shoot for? Let's say AAA quality weapon assets here. thank you
Thx for replies. PC seems like a logical choice it's just I'm not sure I'm able to output highly polished graphics in a reasonable timeframe. My only real issue pretty much. Oh we'll. Here goes testing :)
How do you guys usually plan out your environment and maintan a good timeframe to finish it off? Do you often try to work after a concept or you use them mainly for an idea or reference? Do you make a blockout first or start with one texture and then the next one and start to do blockouts afterward?
Even for someone experienced, if you work fulltime or do this just as a side project, 1 month is a really short timeframe. I agree there should be a bit more variety of options . Exemple : A bust, a complete simple character, a more complexe character.
That's bizarre, I'll look into it. Do you have an approximate timeframe when the change may have occurred? And about when did you link your Twitter account? I can fix this manually in a moment but I'd like to keep it as-is to investigate.
Here's an update to the gun, didn't change much in the low poly considering the limited timeframe. I did learn alot making this gun, here's the result. https://artstation.com/artwork/pbr-steyr-aug-modded edit: forgot to say thanks to Carl for the feedback :) Bram
? https://forum.sketchfab.com/t/alternatives-to-animating-uvs/12830 they don't support it i guess people get around it with flipbooking the mesh IIRC https://help.sketchfab.com/hc/en-us/articles/203058018-Animations#timeframe or maybe blendshape/morph target trickery
Yeah I think that quote is taken out of context Jesse. Apparently they didn't go through with the Bioshock conversion becuase of "mis-management by the studio head and lack of significant resources put on it". It was more of a case of they couldn't do the port in the timeframe/ with the resources they were asked I guess.