PDA

View Full Version : Env. Project - Guild Wars Concept


pimento
10-29-2007, 12:57 PM
Hey everyone.
This is going to be my first project that I've set for myself in quite some time.
I need to get back into the feel for things so I was looking around for a simple but very interesting environment to begin with and I found some amazing guild war images on conceptart.org (http://conceptart.org/forums/showthread.php?t=108591)

This is the env. that I chose
http://conceptart.org/forums/attachment.php?attachmentid=220673&stc=1&d=1192730921


I would like have some goals to set for myself on this project, like poly count, texture size and other limitations.
Please help suggest some suitable standards that I should be trying to keep within. ( I am unsure of what my limits should be so I need some experienced suggestions )

Thank you for your time and help.

Anthony Amenta
www.freshtodeath.ca

Frozan
10-29-2007, 01:04 PM
this is a good idea. i was thinking the same thing also last night. guild wars concepts to help in 3d. as for limitations i would limit yourself reasonably. if it needs polys then give it. is it going to be in a game engine? if not then go crazy with polys. the goal of your project seems to land the concept in 3d. dont limit yourself if its a single render. :)

pimento
10-29-2007, 01:15 PM
this is a good idea. i was thinking the same thing also last night. guild wars concepts to help in 3d. as for limitations i would limit yourself reasonably. if it needs polys then give it. is it going to be in a game engine? if not then go crazy with polys. the goal of your project seems to land the concept in 3d. dont limit yourself if its a single render. :)

Thanks for your insight Frozan.
I will be keeping this a still image.. at least for now

Ramseus
10-29-2007, 01:16 PM
Just as long as your mesh is good and clean, just put detail where it needs to be and that's that. Environments have crazy high poly counts these days.

Matroskin
10-29-2007, 03:52 PM
yeah, just don`t place subdivisions on a flat polys and subtle reliefs may be done in texture instead of a mesh.
If a rounded object looks fine but still has a slightly angular silouhete - that`s it, it is ok for in-game. If it is too blocky - no (add smoothing ), if higly smothed - no (then optimize) :)

It would be easier to suggest more after first wires ;)

pimento
10-29-2007, 04:13 PM
I will behind my setup tonight, October 29th. :)