I would say to develop more lower polygon characters. Aim to 1000-1500 maybe, There are a lot of mobile companies around. As achillesian said, for AAA games you still need to push your stuff. (anatomy is the main thing that I notice) About your portfolio: Normally when I check someone website I click to open several images…
Hi OP you are a lot like me so my advice is this, please open the weekly hard surface challenge thread, open monthly noob thread and do them. On critique, I feel like you should give up 3D art or have a serious look at what you are doing. You should only be doing weekly hard surface challenges or monthly noob threads. Lets…
Locus and Muzz - I probably should have clarified, I'm not actually developing for the DS, it's for a proprietary Flash 3D engine, I used the DS as an example because the capabilities are almost identical - so very similar polycounts. Of course there are two major differences - everything is done software, and I have much…
Here's the current progress with optimizing. Like a complete pleb I've realised that I've been saving this as my LOD 0.... Do we think that'll make a giant difference. With the last details i need to put in like the chin fashioning i may be pushed right up to my 1500 tri budget. I suppose i could always go over the upper…
Unreal Units are Flexible. "In all of the Unreal Tournament games, 1 Unreal Unit is equal to 2 cm. In Gears of War approximately 2 Unreal Units equal 1 inch, because the characters are 156 units tall and a floor of a building is 256 units tall. This was decided on for grid purposes and so our cover height worked out well.…
a few notes from me, having worked with toolbag quite a bit over the last year or so - merge scene: i mentioned this before somewhere here but to emphasize again - this would be really helpful and my top most wanted feature. right now if i have several scenes full of assets to merge those there's no way other than going…
Flat color with some large variation + AO = TF2 Deliberate visible brush strokes with hard edge brushes = also TF2 Impressionistic realism (read: not cartoon) = also TF2 - The brushes used look to be 100% opacity with next to no fuzzy edges. With the exception of certain stains & worn paint. - Notice the inconsistencies in…
75K???? In game model? That is crazy high poly if it is for a game engine.... You could get that same look for around 10-15k (maybe lower). Is it for a game engine?? Or just a show piece? Either way, it looks funky fresh, nice work.
You're a genius! Okay, I looked at the current post count and got the the latest post, subtracted the number of posts over a million from the highest post ID and this is the post I got: Lucky number 1,000,000 goes to Jacque Choi! http://www.polycount.com/forum/showpost.php?p=1528050&postcount=60