>>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
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?
>>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.
>>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.
>>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
>>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.
>>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.
>>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