Yeah, that I know of… Feel free to use anything and let me know if I can help with anything else.
I am curious though when you say 7,000 polygons do you mean quads or tris? I’ve been given low poly counts and always in tris. So 7,000 tris would be 3500 quads.
Well, as I’ve probably already mentioned, it depends - game artists always count triangles, but others count polygons so one quad is still only one polygon.
Most the developers around me are working on android and IOS devices, so I’ve been catering more into that market
Yeah, that’s definitely different and you do need to optimize down to triangle levels. Is normal mapping available on those platforms? It really is an important aspect of both the visuals and the content creation.
Also I’m wondering what your preference is in the 3D coat vs. Topogun war (avoiding NEX since plugins are harder to get admins to commit too).
I’ve never really tried 3D Coat because it didn’t look interesting at the time I’ve been using Topogun (happily). I’ve only moved to Wrapit (3ds max tool) because it reduced the number of apps I had to keep track of - Zbrush and Maya were already enough of a burden and I still need to get up to date with Mudbox.
Still, 3D Coat has a lot more functionality as it’s also a sculpting and texture painting app with some innovative new tools, mainly because it’s privately owned.
I am looking at getting one of them into the curriculum. The upper limit for the computers have average is 30,000 per scene (4 to 8 gigs of ram average)…
That sounds very, very strange. 30,000 polys is a very low number, the 5-year old consoles can routinely push at least a million triangles per frame. But they render most of them at least 2-3 times for all the special rendering passes so they can actually process about a hundred million polygons per second easily.
I’m really curious as to how to twist in more detail in without Zbrush seeing that one location doesn’t have any sculpting based programs. Hence the tracing of higher poly geometry to think about the topology. if you don’t mind… should I focus more on the high details or base anatomy? I’ve finally been given a chance to rewrite a modeling curriculum so anything anyone thinks I should consider from anyone would be helpful.
It’s kinda confusing here… Typical workflow for games is to start with a high poly and bake at least the normal maps to the low poly from that. But many studios go as far as to texture the high res and this way they can tweak the ingame lowpoly as much as they want to without losing existing work. Zbrush (or Mudbox) is pretty much inevitable for most pipelines.
The only case where you don’t need such a sculpting app is if you can’t even use normal mapping but so far that’s only been the Nintendo DS and mobile phone game territory. However an iPhone 4 or most Android devices should be powerful enough for that, too.
Still, sculpting is so much more natural and easier to use for character work that it’s a must have in any school IMHO. Technology keeps on advancing and within 5 years we may not even have game consoles, just a docking station for our phones so that it can connect with the TV and the wireless controllers…
As for not being at the front, I think your a bit modest. Through the summer I think I showed the trailer Digic worked on at least five times.
Well, thanks but I think we still have a long way to go with our characters and facial animation…