For those working on art content.


Postby To-mos » Fri Nov 12, 2010 9:38 pm

Hello everyone I've been a member here for a year or so and never got to do much because of so much going on in my life. Now I'm finding time to get around to modeling and scripting again yay!. So as the topic says what kind of budget is the polycount on most vehicles, and what kind of computer requirements are we looking at if I start skinning and detailing things? I was a huge fan of mechwarrior and loved the quality so i figure if were gonna make a mech simulator why not make it up to standards :)? I have worked on many game projects in the past such as quake 3 rally, military forces, and one of my own called Juggernaut X5 on the Torque engine, so I hope to do much on this one. I'm learning zbrush and will take the mechs to the next level visually with texture baking and shaders if the engine allows them. So Hoo-ah every one!
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Re: Polycount

Postby Veers » Fri Nov 19, 2010 1:20 pm

The poly count on the mechs is 1000-2000 so I'd aim for the low end of that for vehicles. I think texture file is 1024x1024 png format.
For the official word on these you'll have to wait for the man in charge :)

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