Again It's with the anthroJackals, which IMO are the sexiest of all the species out there (namely due to their sleek and easy to render physique)
Taking advice from a previous upload I've fixed the little issue we originally had with the chunky legs and used a perspective view instead of an orthographic.
Mind you it's not me trying to be artisic or anything, the copies of the image are to show the differenece between Realtime and rendered. Just to let you know what I'm working with here.
Taking advice from a previous upload I've fixed the little issue we originally had with the chunky legs and used a perspective view instead of an orthographic.
Mind you it's not me trying to be artisic or anything, the copies of the image are to show the differenece between Realtime and rendered. Just to let you know what I'm working with here.
Category Artwork (Digital) / Portraits
Species Canine (Other)
Size 700 x 1000px
File Size 67.5 kB
last time I checked, on maximum setting games like bioshock, may have around that much model detail. expecially for the more mechanical things with parts poking out. As far as I'm aware, you Can put high poly models into games regardless of what it is,, it'll only lag abit more.
Figures... soft shadows still kill most of my performance (and don't look too good anyway in most close-up cases).
I was gonna try and export one of my models into either source or UT3... but my zbrush models - even when retopologized and cleaned up - would most likely end up having at least 10k polys.
Tell me if I'm wrong, but I guesstimate the total poly capacity is around 30-50k today?
I was gonna try and export one of my models into either source or UT3... but my zbrush models - even when retopologized and cleaned up - would most likely end up having at least 10k polys.
Tell me if I'm wrong, but I guesstimate the total poly capacity is around 30-50k today?
FA+

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