Haha, yeah, with the way my characters are going it'll be NEXT NEXT gen.....lolOriginally posted by hammer.horror
its cool, i'll set myself the limit of 25k... its next gen after all!
i did say "or less" so i will aim for less.Originally posted by mastone
I think people aim to much at getting a maximum amount of poly's in their character here
Thing is you have to model as efficient as possible even in next next gen if you can do a character with 6000 tris don't make it 8000.
And Hammer if you are really making a gamecharacter try doing a retopology workflow;
-make basemeshes in maya( do a quick uv mapping)
-go to ZBrush/mudbox for high detailing
-go to maya import a midres model back into maya and make a lowresscage of the midress model(I use DRAster tools from Nex it has a great "make live"tool which makes it very easy to draw over de midress creating a efficient lowpoly character then do a proper uv mapping and bake the normal map with a tool called XNormal (very good tool it makes better normal maps and easier then ZBrush and can handle more poly's then Maya)
The polycount thing was a general remark as I hear people shouting ridiculous polycounts like 10K as far as i know A 6/7 K polycount is acceptabel for a maincharacter nowadays.Originally posted by hammer.horror
i did say "or less" so i will aim for less.
that workflow sounds very convoluted, I'll stick to what i know.
I've never intended to work in games and they are not really something i know much about. I just thought it would be quicker as i only really have this weekend and then its here and there from then on.
I got that info from a sybex book on game creation using Maya, the word ridiculous isn't quite the right one....Originally posted by mastone
The polycount thing was a general remark as I hear people shouting ridiculous polycounts like 10K as far as i know A 6/7 K polycount is acceptabel for a maincharacter nowadays.