- DOLLAR$
- $8,531.22
I am blocking out a character with armor joints and cloth physics and I am drowning in topology rules from the studio. I am learning that proscribing means setting strict limits on poly count and UV shells before modeling starts. I am making a checklist for edge flow and texel density so revisions do not wreck the budget. I am saving hours by defining constraints early. I don't want to have several revisions with this gig.
I want to ask you guys that How do freelance 3D modelers proscribe complex video game assets without killing creative flexibility while still meeting engine limits? Thanks in advance
I want to ask you guys that How do freelance 3D modelers proscribe complex video game assets without killing creative flexibility while still meeting engine limits? Thanks in advance