You should let your normal maps do the work for you. You have a ton of geo in places that would read fine as normal maps. All those panels on the side, the window trim, and if you wanted the lights in the front. You could easily cut this down to like 5000 tris and retain nearly the same visual quality.
I created this little acorn to see if I could do a simple daily warmup model within my current time budget. This took me 30min for modeling & UV and about 50min for texturing and final touches. It's a bit long, but I might be able to do it for some time. Else it might also make sense to only do the model or split modeling…
Also a little detail which I think the Animators here will appreciate, we take file sizes up to 50mb. So you can go particularly crazy with those gifs! :pleased:
The supply isn't unlimited, it's how many cards are sold at the secret shop. And since we're all only human, by the end of TI, there would be something like 500ish autographed cards floating around which is a drop in the bucket compared to 9mil active players. Rarity would be guaranteed. As for the trading, not sure about…
A. Few studios do the delete-half-the-model thing anymore, this was common with much older games where 2000 tris was a big deal. For animation flexibility, this is rarely done. B. If your model used 41K well, it wouldn't be an issue, as it stands it is modeled very inefficiently with loads of needless detail. This isn't a…
CPU, Ram and SSD are key. Video card is not as important but i would recommend a nvidia card so you can use CUDA. Processor - It comes down to budget, and how to maximize it. For example CPU the i5 has better gaming performance and will save 100 bucks but the i7 has better rendering ability. So you gotta decide if its…
DL this: http://www.techpowerup.com/downloads/2039l/GPU-Z.0.5.5.exe And it should tell you what card you have. nVidia 400+ or ATi 5000+ cards should allow you to access Tesselation. A small tutorial so you get the idea on how it works: [ame=" https://www.youtube.com/watch?v=yM78rAu1HTU"]UDK Tutorial DX11 Tessellation…
Hi Sacboi Looking good! Quick question though, is this thus far just the high poly and you intend to bake down into a game ready version? If so, i have a couple of comments. Keep an eye on those edges, you may want to overemphasize them, so while not being as real world accurate, they will bake down in the normal map…
I know it is way to late to suggest this, but I feel like the model could benefit from a MUCH higher tri count. With the next gen development rolling around the corner right now, and tri counts starting to sky rocket with the new consoles release and min specs rising, as well as PBR., I feel the the model feels lacking…