100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
>>102413760k just for the hair
>>1024145No. Most of it is the face.
>>1024146& tits actually.
Same shit as the old 2b butt thing where you subdivided bits of the ripped model for fake outrage huh
>>1024149it's ripped directly from UE you fucking chud. go check it yourself on openlab.
Now THIS is retopo. crisp and clean ~27k.
>>1024147SOVL>>1024151SOVLESS
>>1024137>>1024137Stop complaining about +1 (or minus 5) percent fidelity gains, just run the game @ 240p and turn on DLSS chud.
>>1024137my daz models have 150-300k easily. pretty standard, tf u yapping about
>>1024161I can imagine a retard saying this unironically lol
>>1024151>>1024159Turn on subsurface division
>>1024137Masturbation is a disease.
>>1024147There is so many useless vertices on the forehead...
>>1024353Retard chud, the geometry wouldn't be smooth then
>>1024137what game is this and how does ue handle lod? if I remember right older tessellation would have a very high res version if you are close and you could get details to spawn in and map to it, effectively a very scalable level of detail slider without set hard asset replacements. seehttps://www.youtube.com/watch?v=jjoFykQSZN0around the minute and a half mark, this style never really made it to games, in games it was mostly ever used to smooth faces and barely got usedI know unreal streams a fuckload of its assets instead of loading them in, so what if this is just a single model acting as every level of lod at once the detail just streaming in as needed?
>>1024137>>1024147the cutscene models in that game are extremely high quality. the in game ones are different.
>>1024137what kinda goon slop will you make with it?
>>1024137Where did you steal this model from?
>>1024405It's The First Descendant and what this anon said is correct: >>1024426I'm guessing OP is looking at the high-detail model of Viessa from the character select screen. Pic related is her regular model.
>>1024470makes alot of sense, if you get close to a face or boobs, the more detailed they are the better.like if an entire screen is taken up with a face, you want that face to be fucking amazing, or in the case of fighting games, when its 2 characters on screen at a time and you have a 4+ million polly budget, put 100k in the back and give the characters 1.95m poly budgets to work with.
>>1024137This is exactly what they should be doing and complaining about it just shows you don't know what you're talking about when it comes to modern character art in games. You want more topology in areas like the face so you can have facial animations that actually deform without breaking the shading and making it looks choppy and like shit. I don't ever wanna see xbox 360 ass low poly faces ever again because they look like shit. I wanna see high res faces that have good silhouetting and lighting interaction. I want high poly titties that look good and make me cum. You are stupid and will never get close to making AAA titties for any studio with this attitude.
>>1024137It's to make sure the shading is not terrible, I think.
>>1024137It's a UE thing. Here's the guy from lost soul aside
>>1024758do you even need flow when you have that many polys in the face? can a sculpt deform well?
>>1024772That is low poly for a sculpt, and it wouldn't deform well with a remesh topology
>>1024773why not? it's so dense at that point why would it matter.
>>1024774Try it yourself, it creates all sorts of artefacts
>>1024772Are you that guy who normally prattles on about vertex density being more important than edgeflow? Why are you allergic to good edgeflow. It's not even that hard to retopo. Or even just box model. If you have a good base mesh, then why sculpt with messy vertices. Just pull up your base mesh, and sculpt that.
>>1024779CHUDDY CHUDDY CHUD
I wanna ask if 4 mln polys good or meh for concept art sculpting?
>>1024819It depends
>>1024819Are you retarded?
>>1024822Fair. Character concept art, then.>>1024823It depends
PS Oh yeah, I meant 40 millions. I guess I am retarded tonight.
>>1024825Depending on the style it can be enough to express what you want to show, but it could be on the lower side for highly detailed If it's concept art then the polycount doesn't matter
>>1024137>100k>a lotps4 games characters had more 15 years agois everybody here stuck mentally in 2007? when hl2 modding was at its peak?console games are pushing 1 milion per character, here, have a screen of a hand from the new resident evil game
>>1026191true/3/tards ruined the model meant for upclose cinema cutscenes of the characters. 100k retopo for a single hero doesn't even impact perfomance as we are not in 2007 anymore. axe this low iq monkey nigger board, anime gooners with tgeir 5k chibis shouldnt dictate the realism genre.
>>1026191That works out when there's only a few characters on screen at any one point, and the environments are enclosed office spaces where doors segment the visibility between each room.
>>1026228It works out anywhere if your hero is 1 million while the others are lower.
>>1026231the hero is never 1 mil in game.
>>1026191>actually others have been much more wasteful than that!okay
>>1026191>literlaly everything is just remeshed in Requiem.wtf are these japs thinking.
>>1024137Hair is a lot but hair be like that. All the fleshy parts having higher density suggests that (Face, Breast and Hands) it may be about SSS. SSS tends to render bad when polygon count is low.
>>1026389>hair be like thatyou mean "hair is like that"?
200k or below is fine for a player character in an action game.
>>1026391I mean good hair would take a lot of polygons that's pretty much unavoidable. "60k just for the hair"