20130401

Polycount

In this module I've decided not to be restricted by the polycounts I have previously aimed for, I want to take advantage of the powerful Unreal Engine and produce a realistic looking environment. Working on a title for iOS and the work I have done with the Unity3D engine has made me want to try something new, and with the more-than-capable UE3 and soon to be UE4 engines I felt I should try to push what I know of high-poly modelling and see how the engine copes with both high-resolution textures and high-poly 3D models. 

I will also model the modular assets in a way that allows me to use them in different situations (with alternate pieces, at different angles etc).