Or start with the hardest, that way it is mostly done when the first phase is done
P.s. Refcount is a definite must take into account, good idea!
Search found 7 matches
- 20 Aug 2014, 02:15
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98930
- 19 Aug 2014, 22:51
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98930
Re: Updating original assets to Ogre3D
Not a pure copy and a new textures, most replacers deviate from the originals. I'll work and asset and show you what I mean
- 19 Aug 2014, 21:10
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98930
Re: Updating original assets to Ogre3D
Side notes: All assets should be originals! We can try recruiting artist on https://www.tesrenewal.com Original style with edits for realism and expansion and making to more than 50 polys ;) I plan on re-learning C++ and Ogre3D so that I can implement the advanced features post 1.0 and now ;) Carpe ...
- 19 Aug 2014, 20:57
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98930
Re: Updating original assets to Ogre3D
Okay, I'm going t o put out my opinion on a lot that is being talked about here: ;) First, I've been modeling for 11 odd years so I know how, though my skills aren't as superb 1-Workflow should go Static->Activators->Containers/Misc->Body/Equipable and should be by region and art style and should h...
- 18 Aug 2014, 20:14
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98930
Re: Updating original assets to Ogre3D
Well, the waste of time depends on how you do it, me, I sculpt a super high poly then rebuild a low poly and back my maps from the former. Also,with all plant life, you need to think about physics later. My plan is I will sculpt all theses meshes, with two goals, a low poly that works in OpenMW 1.0,...
- 18 Aug 2014, 03:46
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98930
Re: Some modeling/animation questions. Offering RDP Renderin
Okie Dokie, and that's what I want, a better looking Morrowind, not what seems to be happening on a lot of Skywind :/
Yeah, I got Windows 7 and Linux so I do most of my modeling there. I'll get to it and wait till it's all organized to modify polys and stuff. Carpe Diem!
Yeah, I got Windows 7 and Linux so I do most of my modeling there. I'll get to it and wait till it's all organized to modify polys and stuff. Carpe Diem!
- 18 Aug 2014, 03:16
- Forum: General
- Topic: Asset Update to Ogre3D Discussion Thread
- Replies: 115
- Views: 98930
Re: Some modeling/animation questions. Offering RDP Renderin
So, I am a decently experienced modeler, trying to get better, and would like to join the project and work flow, I just have a few questions: 1-What exactly is our polycount goal? Like modern day average? 2-Can we expand variations to add in later (Full Netch Leather the full Boiled Netch Leather)? ...