It's the little details...

It's the little details...

in Charr

Posted by: Kalarchis.8635

Kalarchis.8635

That really make the game for me

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It's the little details...

in Charr

Posted by: CETheLucid.3964

CETheLucid.3964

Knock Knock.

Who’s there?

Charr bomb.

Charr bomb who?

Charr bomb you!

It's the little details...

in Charr

Posted by: Snack.9315

Snack.9315

“Retired” characters: Fruit Salad (Warrior), Blingerton (Engineer), Shixard (Ranger).
Current characters: Mistress Viridi (Elementalist), Pigeon Opener (Engineer).
3DS Friend Code: 0903-2770-3378. Mail me in-game if you add me!

It's the little details...

in Charr

Posted by: Zacchary.6183

Zacchary.6183

You know I have always wondered….

I think they get the models that detailed by first creating a massive model of it first and make it as detailed as possible and then shrinking it so that the polygons mesh with eachother and create a surface that one would consider realistic.

It's the little details...

in Charr

Posted by: Basaltface.2786

Basaltface.2786

Thats how i usually do it too if i make my models (hobby z brush artist.. nuff said). I work a lot of details with sculps and other techniques into a simple mesh and export it then to topogun (a piece of standalone software) to turn it into a low poly mesh.. while i export another high poly model to 3ds and bake normal, bump and if needed also glowmaps of the high poly mesh that match up mapping wise with the low poly mesh.. the outcome allows pretty nifty textures that give quite some 3d illusion in the right (game) engine without much texture work actually.

Finished base mesh rendered in 3ds:

https://imagizer.imageshack.us/v2/677x508q90/708/3tgd.jpg

Finished textured model : https://imagizer.imageshack.us/v2/508x508q90/856/rtr7.png

Best example i got atm in my pictures lol… but should do it id say…whole model including textures got not even 1 mb thanks to this technique…pretty sure the art team does it like that too.. or similar..dunno XD