2 ms·
I'm itching to find out what the modelling tools are like. At this point I doubt they would gel with many 3D artists. Programmer designed interfaces for creativ
by dirtbox 17y ago
I'm itching to find out what the modelling tools are like. At this point I doubt they would gel with many 3D artists. Programmer designed interfaces for creative tools are generally a pretty ropey affair.
However, I'm certainly willing to attempt to do battle with the uncanny valley if they let me.
- windsurfer 17y agoI bet they would work great. If you could tell a 3D artist that he can use as much detail as he wants for this game... well, you'll get what they show on Zbrush central. All those models have hundreds of times more polygons than what would ever be accepted in a real game.
- dirtbox 17y agoI use ZBrush to create displacement maps using HD geometry, which doesn't use actual polygons in the classic sense. A lot of the ultra high poly models you see on the turntables and such use the same technique. You can easily make a mesh well over a billion polys that doesn't impact the system. http://www.pixologic.com/docs/index.php/HD_Geometry http://www.pixologic.com/docs/index.php/HD_Geometry I doubt they'd have anything anywhere near ZBrush's flexibility and depth.
- windsurfer 17y agoYou could totally take a displacement map and tessellate a model with it. In fact, that's what OpenGL4 and DirectX does in hardware.