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The question remains... Yes, but how many polygons??
I only work in CG animation, at Digic Pictures - we're usually making trailers and cinematics for games, like AC, the new COD or Mass Effect. But I do have a lot of pals around the world in VFX studios too
As for working as a modeler, the most important aspect is not the software - that can be relatively easily learned, and it's constantly changing anyway. Nevertheless, most studios are using Maya, or Modo, and of course Zbrush or Mudbox for sculpting. But the general principles are the same, so learning Blender would help as much as anything else.
The more important aspect is traditional art skills, may it be anatomy or industrial design or whatever; and having a good eye. It's a bit complicated to define but it has to do with sight being a skill instead of just a sense, the ability to understand shapes and forms and silhouettes, balance, rhythm, basically the things that make stuff look 'good' or in other words, aesthetically pleasingThis is the harder thing to learn, takes years of drawing and such and there really is no good replacement for this.
There are about five million polygons per frame, witch each character made up of at max 100,000 polygons. The inner hair alone has about 20,000 polygons, which is five times the previous generation.
Character models have around 600 bones, which is roughly 10-12 times greater than what was seen last generation.
I guess this is only applicable for current gen versions?From Famitsu interview with FF XV devs:
Ooops for a moment I thought it was referring to MGS5FF15 is nextgen-only game.
20,000 for hair is five times previous-gen? Are they talking in general, or about their own stuff? Because I'd be more than a little astounded if FFXIII is blowing 4,000 polys on hair on those models.From Famitsu interview with FF XV devs:
They're delaying it another console cycle!? D:FF15 is nextgen-only game.