Development > Artwork
Armor model updates
Crystan:
Yeah, thier noses are really ... well big.
freegamer:
Incredible work guys.
Asarhadon:
why did you make models so low-poly? :( If you add at least +500 triangles, then the model will look much better and the animation is without wrinkles.
How many triangles in the models now?
In fact, little has changed if you do not make the model "for the future." Modern computers (even those which are already 3-4 years old) working in 50 times more polygons than any of the existing locations in the game.
PS: Im speak English very bad so excuse the mistakes.
TrashMan:
I always thought that the armor needed some shin and forearm protection. TI kinda looks..off to ma. dunno why exactly, maybe it's the way the uniform endings at the arms/legs are modeled or something... Perhaps it would look better with cammo?
H-Hour:
Found a way to export UV-mapped low poly meshes with MakeHuman, so this task got a lot easier. Here are a few I did today and yesterday. Once I've done the same for the men we should have enough heads to integrate these things.
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