Make everything super high poly! With all the textures atleast three times as big as they need to be! And shaders! oh the glorious shaders you could use! (Yes, I'm serious, I love things with big file sizes, it always makes them look so much prettier) I agree on the hair, a low poly body would make me cry though.
if that being what you want Ryo, Eclypse should just start the Vincent he's gonna make for my Crysis project, tho mind you it would grind JK to a halt if the game even allowed it in.
But Super high poly.... now by my definition for a game character that would be in looming around the 60,000 polys mark and now you're being plain silly
And for your Vincent v2 Eclypse, i have another good idea for it, but i'll tell you on msn so i can be more elaborate...
Sounds like fun Noen....I tend to love your ideas. Great minds think alike? As it stands, I was talking to Dante Kardo today and he did a sweet reskin of Vincent's face, which I may end up hitting him up for. As far as the poly flow, I think I'll quadrangulate him and see what that does to the polycount for JA, and subdivide like a nut for Crysis.
Woot, people already dishing out good mods for Crysis! I plan on getting it ASAP after I get my new computer. Which could be a while. But still! Crysis may be able to quench my endless thirst for higher quality models. (also a new face would totally rock, no offence to the one that's on there, it just doesn't look right)
Will do Ryo...the face is the hardest part for any character I think...but is it the skinning, or the actual geometry you're concerned about? I actually took a look at Vincent today and quadrangulated him. He's now at about 3900 polys vs. the 8K he was at release. I also, for the life of me, can't figure out how to create an opening in a mesh in XSI Mod Tool. It turns out that Vincent never had an opening for the mouth to begin with. Once I can make him one, I can rig the face. So that, plus weapons, and I also want to make a Dirge of Cerberus HUD (any tutorials for that? I couldn't find any in the Master), equal version 2.
Nah, I don't think they have any real tutorials for huds. I had to look at other mods to see how it was done when I made my cyberpunk one, so feel free to use that to learn off, or anyone's for that matter ^_~ As for the face, I'd say it's more of a skinning thing. The funny part about face skinning, no matter how you skin the face it'll look way diffrent in game.
I loved that HUD, Ryo. I still use it! Oh, I don't know if you noticed this before, but sometimes the belt on the model sometimes went into his crotch. And how would the beam on Death Penalty look? have you already worked that out? If I recall correctly, it was a black beam, white outline, and acted like the disruptor.
Well, the Death Penalty is already replacing the concussion rifle, though I see your point about the effects. I wasn't planning on changing how the rifle blasts lookedn but I will take it under advisement and see how tough it could be to make that happen.
I'll also be adding shoulders and the like, and using the valvesource weightmap importer/exporter in XSI mod tool to match the weights so we don't run into the clipping problem we had before.
And I may just make the belt part of the torso. Probably easier that way. Incidentally there should be two belt buckles on his belt and there are none...so something else to change.