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::Like I also told you before, you are welcome to use [http://geyser.oni2.net/edition/plugins/level0_Characters.zip THIS] as a template. This looks like a better use of your time to me, because of the many issues your model still has on a vertex/triangle level (frankly, after the tons of asymmetric operations, the mesh looks more like Mutant Griffin right now). And a lower-detail version is not easy to make, either. There is little chance that the auto-simplified geometry will look good, so you'll have to basically redesign everything anyway.
::Like I also told you before, you are welcome to use [http://geyser.oni2.net/edition/plugins/level0_Characters.zip THIS] as a template. This looks like a better use of your time to me, because of the many issues your model still has on a vertex/triangle level (frankly, after the tons of asymmetric operations, the mesh looks more like Mutant Griffin right now). And a lower-detail version is not easy to make, either. There is little chance that the auto-simplified geometry will look good, so you'll have to basically redesign everything anyway.
::--[[User:Geyser|geyser]] 00:20, 10 June 2008 (CEST)
::--[[User:Geyser|geyser]] 00:20, 10 June 2008 (CEST)
:::Okay, three things: first, although it seems that OniSplit will now ignore duplicate vertices, it's still quite time-consuming to edit a model where many points need to be merged first.  Fortunately, all you have to do in Blender is select all the points in a part, press 'W' to call up the Specials Menu, and choose Remove Doubles.  Voila.  No more disconnected triangles.
:::Secondly, I disagree that the WoW guy has enough polygons.  You are still stuck in 1999 if you think that a player can't see that kind of jagginess in a character model.  Our eyes have adjusted to modern graphics, and that sort of simplicity is no longer acceptable.  If you think that model has enough polygons, well, what the heck is point of having an HD model at all?  And if you don't see the point of an HD model, then I will just shake my head and go my own way with my work, because I do see the point.  That's not to say that I won't produce a lower-res model for Griffin and any others that I HD-ify, just that they won't have 187 vertices in their heads.  Not to mention that HD textures such as you are trying to enable for Oni would be completely wasted on such a low-poly model.  Finally, you clearly don't know how 3D modeling works if you think it's hard to downscale the polys in an existing high-poly model, and yes, I intend to do it by hand.  I've adjusted every vertex myself so far, and I will keep doing so.
:::Thirdly, what the blam are you talking about?  '''Asymmetric operations'''?  In Griffin's ''face''?  I hope that's not what you're saying.  Please, geyser, if you really mean that, you must upload an image with the kind of notes that I made on the screenshots of Griffin and Muro, where I pointed out their existing flaws.  I simply cannot imagine what you are seeing unless you are due for a new prescription on your glasses.  Now, if you're talking about the hair, it's true that it is not perfectly symmetrical.  This was intentional on my part, as a matter of fact.  When dealing with stylized hair (such as the traditional anime spiky 'do), symmetry actually looks wrong.  Hair is supposed to be organic.  It's impossible to model it in a way that looks totally natural working with the technology available to us, but at the least, I thought that if Griffin's new hair had spikes added (in line with Lorraine's art), then they oughtn't to look symmetrical because then it looks cheesy.  So the idea is that Griffin combs his hair back every day, but it goes back slightly differently on one side than on the other.  I don't have the time to check out Konoko's original model at the moment, but I'm pretty sure her spikes are quite asymmetrical too.  Not sure if that's what you were talking about or not, but honestly, saying things like "the mesh looks more like Mutant Griffin right now" is just not good for you.
:::--[[User:Iritscen|Iritscen]] 17:26, 11 June 2008 (CEST)