Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 28-09-2006 , 12:42 PM
j5ive's Avatar
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Low poly budget?

I trying to get a portfolio together comprising solely of game art, what would be a realistic poly count for an in game dog, in similar scenario's as the tomb raider series and what texture sheet res would be used in studio conditions?


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# 2 28-09-2006 , 04:00 PM
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A realistic Poly-Count by today standards for games...1-2k faces, tops, me thinks...=\

EDIT: re-read your post...eh, for a dog, maybe 600-1k faces, tops


# 3 28-09-2006 , 04:58 PM
I thought next gen games could handle like 8000 for a character ?

# 4 28-09-2006 , 06:26 PM
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Yeah but pixel I was after a rough limit for a dog, not a character. Cheers


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# 5 28-09-2006 , 06:41 PM
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Well, I think NextGen still needs a bit more time to get rolling...bet even then, I'd assume a dog wouldn't be too high; maybe it would get the "old-character limit" of 3-4k.


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