Thread #1024137 | Image & Video Expansion | Click to Play

Anonymous
01/03/26(Sat)03:39:46 No.1024137 100K POLYS FOR THIS!? WHAT IN THE GOY ARE THESE GOOKS SMOKING. WHAT HAPPENED TO RETOPOLOGY.

Showing all 35 replies.
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Anonymous
01/03/26(Sat)05:30:49 No.1024145 >>1024137
60k just for the hair
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Anonymous
01/03/26(Sat)06:19:05 No.1024146 >>1024145
No. Most of it is the face.
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Anonymous
01/03/26(Sat)06:29:44 No.1024147 >>1024146
& tits actually.
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Anonymous
01/03/26(Sat)07:35:58 No.1024149 Same shit as the old 2b butt thing where you subdivided bits of the ripped model for fake outrage huh
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Anonymous
01/03/26(Sat)07:38:56 No.1024150 >>1024149
it's ripped directly from UE you fucking chud. go check it yourself on openlab.
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Anonymous
01/03/26(Sat)08:01:10 No.1024151 Now THIS is retopo. crisp and clean ~27k.
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Anonymous
01/03/26(Sat)14:32:17 No.1024159 >>1024147
SOVL
>>1024151
SOVLESS
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Anonymous
01/03/26(Sat)15:19:43 No.1024160 >>1024137
>>1024137
Stop complaining about +1 (or minus 5) percent fidelity gains, just run the game @ 240p and turn on DLSS chud.
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Anonymous
01/03/26(Sat)17:11:50 No.1024161 >>1024137
my daz models have 150-300k easily. pretty standard, tf u yapping about
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Anonymous
01/03/26(Sat)17:53:52 No.1024167 >>1024161
I can imagine a retard saying this unironically lol
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Anonymous
01/04/26(Sun)19:23:30 No.1024210 >>1024151
>>1024159
Turn on subsurface division
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Anonymous
01/05/26(Mon)01:45:18 No.1024231 >>1024137
Masturbation is a disease.
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Anonymous
01/08/26(Thu)00:00:42 No.1024353 >>1024147
There is so many useless vertices on the forehead...
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Anonymous
01/08/26(Thu)10:37:38 No.1024361 >>1024353
Retard chud, the geometry wouldn't be smooth then
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Anonymous
01/09/26(Fri)04:01:27 No.1024405 >>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?
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Anonymous
01/09/26(Fri)20:51:54 No.1024426 >>1024137
>>1024147
the cutscene models in that game are extremely high quality. the in game ones are different.
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Anonymous
01/09/26(Fri)22:01:47 No.1024431 >>1024137
what kinda goon slop will you make with it?
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Anonymous
01/10/26(Sat)11:49:41 No.1024455 >>1024137
Where did you steal this model from?
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Anonymous
01/10/26(Sat)23:24:21 No.1024470 >>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.
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Anonymous
01/11/26(Sun)08:05:37 No.1024481 >>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.
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Anonymous
01/11/26(Sun)16:40:11 No.1024496 >>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.
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Anonymous
01/13/26(Tue)01:57:11 No.1024550 >>1024137
It's to make sure the shading is not terrible, I think.
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Anonymous
01/19/26(Mon)14:11:36 No.1024758 >>1024137
It's a UE thing. Here's the guy from lost soul aside
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Anonymous
01/20/26(Tue)10:39:49 No.1024772 >>1024758
do you even need flow when you have that many polys in the face? can a sculpt deform well?
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Anonymous
01/20/26(Tue)10:54:52 No.1024773 >>1024772
That is low poly for a sculpt, and it wouldn't deform well with a remesh topology
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Anonymous
01/20/26(Tue)11:01:33 No.1024774 >>1024773
why not? it's so dense at that point why would it matter.
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Anonymous
01/20/26(Tue)13:50:02 No.1024777 >>1024774
Try it yourself, it creates all sorts of artefacts
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Anonymous
01/20/26(Tue)16:04:47 No.1024779 >>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.
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Anonymous
01/21/26(Wed)11:32:28 No.1024805 >>1024779
CHUDDY CHUDDY CHUD
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Anonymous
01/21/26(Wed)21:47:37 No.1024819 I wanna ask if 4 mln polys good or meh for concept art sculpting?
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Anonymous
01/21/26(Wed)22:29:28 No.1024822 >>1024819
It depends
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Anonymous
01/21/26(Wed)22:44:14 No.1024823 >>1024819
Are you retarded?
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Anonymous
01/21/26(Wed)22:47:11 No.1024824 >>1024822
Fair. Character concept art, then.
>>1024823
It depends
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Anonymous
01/21/26(Wed)22:57:50 No.1024825 PS Oh yeah, I meant 40 millions. I guess I am retarded tonight.
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Anonymous
01/22/26(Thu)00:18:04 No.1024829 >>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