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    File: Capture.jpg (84 KB, 1318x840)
    84 KB JPG
    100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.
    >>
    >>1024137
    60k just for the hair
    >>
    >>1024145
    No. 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
    >>
    >>1024149
    it's ripped directly from UE you fucking chud. go check it yourself on openlab.
    >>
    File: Capture.jpg (150 KB, 1200x788)
    150 KB JPG
    Now THIS is retopo. crisp and clean ~27k.
    >>
    >>1024147
    SOVL
    >>1024151
    SOVLESS
    >>
    >>1024137
    >>1024137
    Stop complaining about +1 (or minus 5) percent fidelity gains, just run the game @ 240p and turn on DLSS chud.
    >>
    >>1024137
    my daz models have 150-300k easily. pretty standard, tf u yapping about
    >>
    >>1024161
    I can imagine a retard saying this unironically lol
    >>
    >>1024151
    >>1024159
    Turn on subsurface division
    >>
    >>1024137
    Masturbation is a disease.
    >>
    >>1024147
    There is so many useless vertices on the forehead...
    >>
    >>1024353
    Retard chud, the geometry wouldn't be smooth then
    >>
    >>1024137
    what 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. see

    https://www.youtube.com/watch?v=jjoFykQSZN0

    around 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 used

    I 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?
    >>
    File: 1.jpg (206 KB, 1920x1080)
    206 KB JPG
    >>1024137
    >>1024147
    the cutscene models in that game are extremely high quality. the in game ones are different.
    >>
    >>1024137
    what kinda goon slop will you make with it?
    >>
    >>1024137
    Where did you steal this model from?
    >>
    >>1024405
    It's The First Descendant and what this anon said is correct: >>1024426

    I'm guessing OP is looking at the high-detail model of Viessa from the character select screen. Pic related is her regular model.
    >>
    >>1024470
    makes 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.
    >>
    >>1024137
    This 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.
    >>
    >>1024137
    It's to make sure the shading is not terrible, I think.
    >>
    File: Capture.jpg (267 KB, 1337x804)
    267 KB JPG
    >>1024137
    It's a UE thing. Here's the guy from lost soul aside
    >>
    >>1024758
    do you even need flow when you have that many polys in the face? can a sculpt deform well?
    >>
    >>1024772
    That is low poly for a sculpt, and it wouldn't deform well with a remesh topology
    >>
    >>1024773
    why not? it's so dense at that point why would it matter.
    >>
    >>1024774
    Try it yourself, it creates all sorts of artefacts
    >>
    >>1024772
    Are 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.
    >>
    >>1024779
    CHUDDY CHUDDY CHUD
    >>
    I wanna ask if 4 mln polys good or meh for concept art sculpting?
    >>
    >>1024819
    It depends
    >>
    >>1024819
    Are you retarded?
    >>
    >>1024822
    Fair. Character concept art, then.
    >>1024823
    It depends
    >>
    PS Oh yeah, I meant 40 millions. I guess I am retarded tonight.
    >>
    >>1024825
    Depending 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 lot

    ps4 games characters had more 15 years ago
    is 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
    >>
    >>1026191
    true
    /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.
    >>
    >>1026191
    That 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.
    >>
    >>1026228
    It works out anywhere if your hero is 1 million while the others are lower.
    >>
    >>1026231
    the 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.
    >>
    >>1024137
    Hair 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 that
    you mean "hair is like that"?
    >>
    200k or below is fine for a player character in an action game.
    >>
    >>1026391
    I mean good hair would take a lot of polygons that's pretty much unavoidable. "60k just for the hair"
    >>
    >>1026387
    and it runs amazing if you dont turn on the goy tracing
    makes you think

    truth is tris rasterization is like 10% of a modern render pipeline, it dosnt matter one bit how dense the models are
    >>
    >>1027730
    when it's a few corridors of course it's fucking easy
    >>
    >>1024137
    What no normals does to a blud
    >>
    >>1024137
    > 100k for an ingame cinematic model
    Aint a lot really. Fpv models of guns in latest cod games can push 100k, especially if it's an lmg or something else big
    t. outsource nigger slave, worked on cod
    >>
    Also in game sliders and deformation work better with more topo. With less it tears and makes shit jagged and fucked up, etc.
    >>
    >>1030314
    ??? just use two normals and interpolate between them. why the fuck are you spending this on a CG tier mesh. why are devs so fucking lazy.
    >>
    >>1027860
    no, its trivial regardless of draw distance from a gpu standpoint, the real bottleneck we deal with now is cpu and retarded implementations of lod culling or global illumination.

    >>1030319
    and this is why western games cant make a character creator worth a damn anymore. body type a or b have no difference while asian games make me damn well aware which is male or female without needing to turn a character to the side and see if the chest few an inch because of muscle or boob.
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