It's incredibly ignorant to say that the other model was made by a "better artist" when both models have very different functionalities in what they wanted to do with them. Not only that, but the model isn't even fully rendered neither optimised to be aesthetically pleasing. Sun 7th Nov Other than her face not being caked with make-up, Samus' Dread model literally just looks like a normal woman with some muscle definition.Been involved with the online gamedev community for almost 25 years too. I've done tons of character models and a lot of real-time programming. (FWIW, I am a CG artist and programmer with 30+ years experience. In this case, it works to their advantage because they could always repurpose it later on and even use this low poly model as the base cage for renders of denser detail. It's not all that uncommon of a practice when creating CG armor to start with some sort of underlying "trace" base mesh. Doing it that way probably helped them to create an armor that was properly proportioned/structured and believably bulky. In all likelihood, however, this model was probably constructed first (as a base mesh) and then used as the underlying guide for the armor creation. Some people are wondering if there were more sequences planned. Especially for non-interactive sequences such as this, the triangle counts could easily be 5x+ higher. As far as poly counts go, it's actually decently low for a modern game. Sun 7th Nov not all that unreasonable or odd, tbh.
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