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post #31 of 32
Quote:
Originally Posted by Hotcarl View Post
Why wouldn't you be able to use the same rig ?
I'm not saying they should use close to 1 million poly characters. But 10 is friggin pathetic.
Look at assasins creed 2 i think it was, the blades on the weapons ARE ALPHAS.
And those are render shots so don't tell me how good he looks because that's not what he looks in game and in motion.

yea, tell that to me when their own body clips into each other.
Dues ex revolution, seriously some of the worst models i've ever seen but i understand of games with lots of characters involved it can start to pile up.


Ports are the bane of existence.
You can reuse rigs (bones/animations) but you still have to skin each model to the rig. And the complexity of skinning goes up immensely when you multiply the amount of polys a little much less hundreds of times. Skinning by hand > enveloping. Can you even imagine skinning a 10 million poly model by hand? Ugh.

Oh and 10-15k is a reasonably high amount. That model is probably along the lines of 5 or 6 TBH. Most of it is simplistic and there are no super dense areas that are obvious. Usually faces are dense to support facial morphing
Edited by geoxile - 10/4/11 at 1:15am
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post #32 of 32
Also, there's nothing wrong with using alpha channels for invisibility, especially with simple objects like blades. Not to mention AC is a 3rd person action game, meaning the level of detail doesn't need to be as high as for a first person game where you can get up close and personal with objects. Asset creation for games has always been about efficiency.
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