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Portfolio Vs Polycount - Page 2

Thread: Portfolio Vs Polycount

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  1. mr_ace's Avatar
    mr_ace is offline
    Location: Belfast
    Posts: 934
    Elcura, what... is that?
    Reply With Quote Reply With Quote #21

  2. RavenShade83's Avatar
    RavenShade83 is offline
    Location: Harrison
    Posts: 125
    Well it's obviously an alien motorcycle from perfect dark, that has a slipstream propulsion system. Most likely...probably. Well that's what my imagination says it is.
    Reply With Quote Reply With Quote #22

  3. bcottage's Avatar
    bcottage is offline
    Location: Hove
    Posts: 416
    haha, i love this thread
    Reply With Quote Reply With Quote #23

  4. Quote Originally Posted by mr_ace View Post
    Elcura, what... is that?
    I dunno really, but it has fan-wheels.

    It's also what happens when you concept while high.
    Reply With Quote Reply With Quote #24

  5. There's no point lying about poly count. If you did that in production it would cause all sorts of performance and memory problems and you'd end up having to redo it. If it's for a portfolio, who cares what the poly count is? It isn't to a spec so make it what you like. So long as the poly count and texture count and whatever are accurate a potential client or boss will be able to see how well you've done with it.

    You need to make neat efficient low poly models and high res sub-d or sculpted models anyway. Who cares if your portfolio gun model is 15k rather than 12k? That might be a bit high for a specific game engine, but that doesn't matter, you'll get specs to work to in any job. Just make it look as good as you can with whatever spec you set yourself and don't worry too much if you go over a bit. Just don't go mental, expecting to be able to use multiple 4k textures.
    Reply With Quote Reply With Quote #25

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