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Everything posted by Tempust85
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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.
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How's performance going? Was pretty bad last time I played.
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Star Wars Episode VII Discussion
Tempust85 replied to Circa's topic in Star Wars Franchise Discussions
Maybe the emitter was damaged. -
Yeah, that's what decent photosourcing looks like. If I said I painted it, I'd be a rotten liar.
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You know how you have steam, MSN, skype etc? Need a box for an Origin id.
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I meant getting it to look right.
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The hair will be a challenge.
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Yeah now check out Marks nose today, I've got it spot-on.
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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?
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That'd be great.
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Just to save starting a new thread for a small suggestion. Can we please have an Origin box for contact info?
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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.
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Really? It works for me... Might be the maximum surfaces or something, I get a warning about it having more than 128.
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Did no one read my post earlier about the alpha planes looking like crap in-game?
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Nope, it held up fine.
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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.
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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.
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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.
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Sure, I'll see if I can whip something up later. I'll try carcass, noesis and scooper's exporters.
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Going to add planes along the beard for a bit of fluff.
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Ditched Zbrush, just doing a low poly mesh and photosourcing: Ignore the hair mesh & eye color.
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Why do you want the map source?
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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.
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All that's changed from the updated base mesh is the beard: I forgot how hard this was to get a good likeness.