Yup, already did.
Also, if I was to release this low poly for use in Halo 1/2 for PC, what polycount should I stay around? Any hard limit I should know about?
Printable View
Yup, already did.
Also, if I was to release this low poly for use in Halo 1/2 for PC, what polycount should I stay around? Any hard limit I should know about?
not really a hard limit.
if you're going for halo1, i'd say stick around 3-4000, and nobody gives a fuck about halo2 anyway so why bother.
there's no normalmap support out of the box for halo CE, you're going to want to use OpenSauce to add normalmap support to it if you're going for that direction.
in which case, you might as well bump up the polycount, since with OS you can remove (or bump up) the limit for maximum # of triangles to be able to be rendered at any point by the engine.
Hmmm, not sure what to think about Max 2013 yet, but i'm not really happy with it so far. The Nitrous IBL (and shader support) was not what I had hoped for, and there are hardly any modeling additions. :smith:
I wonder what Luxology has been up to for the past decade? *checks out modo*
I should have some time to get back to work on the low poly model this weekend though (haven't touched it since the last update)...
One day we should all rename ourselves as something different and take no signatures and try interacting. That would be interesting.
BR looks nice. The viewport rendering looks rather nice, I might have a look at max2013
I like it! Lots of detail, yet, not so chaotic.
That... looks amazing. 2.4 Million tris...
How many can Halo render on the screen at max? Maybe 60,000? :/