This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Just done a tutorial on next gen game characters, was a good tutorial but the number of triangles that was in the geomtry was massive. Is this not an issue anymore with next gen games? Done the SM game character tutorial and it said try and keep your number of triangles down.
it depends on the game engine and the platform. Some games have characters that are 10,000+ polys, others are much lower. The next-gen consoles can push a certain number of polys per frame (depending on whatever other processes are also being computed at render time) so it just depends on what the game requires. If it's like a fighting game, with just 2 characters on the screen at once, they can be really high. If it's a squad based action game with maybe a dozen on screen at once, they'll be lower. if it's a Real time strategy game, with hundreds of units on screen at once, they'll be lower. So it all just depends on what you're doing.
mtmckinley, I kinda meant there was alot of 3 sided faces and not quads in this model. I know they get triangulated anyway but ive been told that you should have as little 3 sided faces as pos (obvisouly there will be some).
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