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๐Ÿงต Rooftops & Alleys: The Parkour Game

Anonymous No. 996903

What the fuck

Anonymous No. 996909

>>996903
What's your grievance? The excessive polys on the left or the horrible topology on both models?

Anonymous No. 996912

>>996903
Original mesh and decimated mesh, I don't understand your questions

๐Ÿ—‘๏ธ Anonymous No. 996913

>>996903
>>996909
>>996912
polycount for the player character literally doesnt matter, it's not 1997, make it detailed and go to 100k like god of war with good topology

Anonymous No. 996914

>>996913
>make it detailed and go to 100k like god of war with good topology
You again, we already had this discussion before on the WIP thread. From now on I'll call you GOW-anon

Anonymous No. 996925

>>996903
left animates better?

๐Ÿ—‘๏ธ Anonymous No. 996952

>>996914
i don't remember anything anymore unfortunately, maybe briefly

Anonymous No. 996961

>>996903
Why not upload my 20 million polygon zbrush sculpture and call it a day ?

Anonymous No. 996983

>>996903
Topology is bad and nonsensical on both, left is preferable to right however

Anonymous No. 997604

>>996903
Donut Guru would fix this

Anonymous No. 997966

>>996909
>>996913
>>996983
>muh topology
which doesn't mean shit in game engines
they work on triangulated geometry anyway where the typical quad topology woes are irrelevant.

Anonymous No. 997967

>>997966
You know it's very clear for anyone with any professional experience you are just parroting shit you heard on the internet

Anonymous No. 997968

>>997967
post CV

Anonymous No. 997973

>>997968
Damn anon you got me good, I concede, please feel free to include models similar to OP pic in your portfolio, that shits fire. Sorry for ever standing in your way

Anonymous No. 998102

>>996903
Give me the mod tool I'll make that 300 tris

๐Ÿ—‘๏ธ Anonymous No. 998103

>>997966
you are so fucking retarded i may sneed myself today
creating /3/ was a mistake

Anonymous No. 998109

>>998103
dunning kruger on /3/ is crazy lol. people who have a year or two of experience at most thinking they are hot shit and know better than industry veterans

Anonymous No. 998110

>>996909
>>996913
>>996983
>>997966
>>998103
>>998109
For a model such as OP and it's purpose, topology doesn't matter.
Certain other types of models would have directed edge flow pre-triangulation however.
t. guy with '0' experience

Anonymous No. 998111

>>998110
>For a model such as OP and it's purpose, topology doesn't matter.
Grim.

Anonymous No. 998121

>>998111
You want good topology if you're using subdivision, for rigging, animating, the ability to edit meshes if necessary and to avoid issues with normals.
Every one of these are baked into the asset at a vertex level once imported into the game engine.
So there's the reason of why it's said topology doesn't matter for game engines.
What you now have to do to not look like a total clown is provide an example where it does matter or refute one of the points above.

Anonymous No. 998163

>>998121
You sound extremely retarded, I don't want to convince you of anything, if you are serious about 3d you will understand everything you are saying is turbo retarded or stay a permabeg, your choice. The state of this fucking board, God.

Anonymous No. 998168

>>998163
bait

Anonymous No. 998556

Whoa, chill out.

Anonymous No. 998607

retards who say topology doesn't matter aren't the ones who will be rigging this

Anonymous No. 998913

>>998607
Because it's not the type of topology you rig...

Anonymous No. 999618

>>996913
>polycount for the player character literally doesnt matter,
yes and no, they only dont matter as long as they are big in screen space, gpu architecture didnt change, subpixel polies are still instant silky smooth 10 fps

Anonymous No. 999619

>>998913
even if you use impostors or lower lods you cant transfer skinning from shit to a finished model and expect for it to not look like shit

Anonymous No. 1000075

>>996903
Both had terrible topology to begin with.