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#1
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look what i saw on deviantart
i want kf2 on ut3 or CE3 NOW! http://sanzliot.deviantart.com/art/K...ng+floor&qo=84 ![]()
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Yomommassis (Yo·Mommas·Sis) - Ebonic slang for "Your Mothers Sister" or "Aunt".
Last edited by Yomommassis; 09-28-2010 at 08:53 PM. |
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#2
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Reckon unreal and most systems can take this kinda model?
Well, I don't see how hard it can be. If every single mesh from KF was spruced up a bit, I guess all the "new" assets and old code can be moved to UDK3 for uberness.
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#3
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or maybe somebody just normal mapped the model in 3dsmax
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#4
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Lolno.
That's over a million quads for ya. |
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#5
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tanslates into roughly 2 million triangles... a few ut3 levels have well over 60 million triangles on scene at a time.... na i think it'll work out fine
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Every great advance in natural knowledge has involved the absolute rejection of authority. - Thomas H. Huxley |
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#6
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I don't see why the current engine wouldn't handle it; you should be more concerned whether the end-user's machine itself will be able to handle it. It's an unnecessarily high detailed mesh, you could achieve more or less the same quality (or better) using bump/normal mapping or what have you.
I've not yet played a game that uses over two million polygons for a character.
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#7
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Quote:
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#8
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Quote:
You never really made a model, did you? |
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#9
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#10
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That gun doesn't go up to a million faces.
If he would've dabbled into character modeling, he'd know that there's hi-poly meshes with a couple million of polygons and that those are in fact not hard to make at all with the right sculpting tools. Those are never being used in games though, for obvious performance reasons, NOT because the game designers "get lazy". You don't even need anywhere close to that many polygons. Normal/displacement map baking ftw. Edit: Quote:
Last edited by 9_6; 10-03-2010 at 10:47 PM. |
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#11
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You guys realize that the op pic was used to bake texture detail from? That IS in the game. Just no normal maps sadly.
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