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:Best wishes; I will miss your constant harassment on the wiki! In your absence, I promise I'll try to ask myself, What would geyser <del>bitch about</del> say?, before making an edit. --[[User:Iritscen|Iritscen]] 15:05, 24 March 2008 (CET) | :Best wishes; I will miss your constant harassment on the wiki! In your absence, I promise I'll try to ask myself, What would geyser <del>bitch about</del> say?, before making an edit. --[[User:Iritscen|Iritscen]] 15:05, 24 March 2008 (CET) | ||
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==3D Models== | |||
I'm making some progress with Griffin (after him come the other key models like Muro). I've radically increased the detail in his face and made it much more accurate (going by [[:Image:Chapter_5_.MISSION_COMPLETE.png|my reference]]), and there's only 50%-60% more vertices in his face so far (around 700, I think). Would you like to see some pics? I would welcome comments on what you like/don't like. | |||
I have a few concerns, though: | |||
# I can't test for a performance hit when the model is in-game because I can't import it. How are we progressing on the OBJ/Collada import front? Also, if that's not near to being finished, can I just import the head, since that's all that's different? | |||
# This new facial structure warrants a new facial TXMP, not just so we can increase the texture resolution, but because the old one simply won't fit anymore. I might be able to provide it myself, but my early attempt was not great. If we had an artist ready to paint onto my finished product, I could focus just on modeling and stop worrying about painting, which is not my specialty. | |||
# If there is a performance hit, can the high-res model can be an added character, an alternate Griffin for use only in cutscenes? He's not going to be that high-res anyway -- I'm only adding polygons when they're absolutely necessary -- but just in case, I'm wondering. | |||
# Why ''does'' Oni perform so choppily anyway? It doesn't make any sense to me. We're using PCs (Macs are PCs too, in this usage) that are way more advanced than the ones that Oni was developed for, yet scenarios with large numbers of characters still hose the computer. Are faster PCs running Oni more smoothly, or is there no improvement, due to something in the way the game is coded? | |||
Whenever you have the time to respond. Thanks. --[[User:Iritscen|Iritscen]] 16:19, 31 March 2008 (CEST) |