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Tempust85

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Everything posted by Tempust85

  1. From what I've seen though, most of what's been added are features that aren't really needed. It's really bogging down fps. HBAO I like, though haven't tested it ingame yet.
  2. How's performance going? Was pretty bad last time I played.
  3. Yeah, that's what decent photosourcing looks like. If I said I painted it, I'd be a rotten liar.
  4. You know how you have steam, MSN, skype etc? Need a box for an Origin id.
  5. Yeah now check out Marks nose today, I've got it spot-on.
  6. I don't remember seeing anything odd when I was testing out misc model, I'll check again. So what has deferred shading done to the pic you posted?
  7. Just to save starting a new thread for a small suggestion. Can we please have an Origin box for contact info?
  8. So @@Xycaleth, what would be the estimation on when rend2 would be complete enough for a port to SP? I realise there would be 2 rend2's to keep updated then.
  9. Really? It works for me... Might be the maximum surfaces or something, I get a warning about it having more than 128.
  10. Did no one read my post earlier about the alpha planes looking like crap in-game?
  11. Ok, tried alpha planes for a fluffy beard and it really didn't work out decently enough in-game so I'm ditching that idea. Going to puff out the head model around the beard more instead. Yeah, I did that making the base mesh & low poly. I'm still not used to Zbrush, so I find it harder to work in than 3ds Max. I know you can put an image behind your work, but Zbrush rarely behaves for me.
  12. Yeah, UE4's shooter game has a character model around 20k I think. Would certainly allow more mechanical models such as Terminators, there's no way 3k tris would allow for a decent looking model.
  13. I tested a 26k tri model in-game with rend2 and I stayed at a solid 60fps. Mind you, there was no other players/npcs.
  14. Sure, I'll see if I can whip something up later. I'll try carcass, noesis and scooper's exporters.
  15. Going to add planes along the beard for a bit of fluff.
  16. Ditched Zbrush, just doing a low poly mesh and photosourcing: Ignore the hair mesh & eye color.
  17. I found a really good sculpt of modern day Mark and I'm in the process of altering the base mesh again. Stay tuned for updates.
  18. All that's changed from the updated base mesh is the beard: I forgot how hard this was to get a good likeness.
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