>>3135 thx for the feedback ❤
I guess I'll saturate the colors of the texture a bit more.
>>3136 thx for the feedback ❤
1) I'm awful at modelling dense, organic objects, and low poly modelling is what I have the most experience with, so it's much faster for me (and I have tons of characters to remake);
2) All other assets I made for the game are very low poly;
3) I think it looks nice;
4) Performance. My destruction system (which is the main thing) can already be very demanding on a low end system (on both cpu and gpu), so I want everything else in the game to be as performant as possible;
>>3138 thx for the feedback ❤
>>3139 thx for the feedback ❤
I rigged it today, and testing my animations on the model showed just what you're talking about, it looked awful. So I added a few more vertexes to the joints and it's looking a bit better, but still a bit rough, but I don't think I'll have enough time to polish the model more. I'll post a vid when I find time
>>3141Modern gpus really are really good at rendering dense meshes, but I think that post is understating how much space a dense mesh occupies on storage and on memory (unless it's a low poly mesh with tessellation, I guess). It's not as much of a storage hog as textures or audio, but very high poly models can very heavy too. But in my experience, the worst part is that very high poly meshes can be a pain to work with. The performance can be really bad and annoying on the developer applications. Save files get huge, saving takes uncomfortably long, save corruption is more common, 3D modelling performance can be really slow and so forth.
>>3144these models look rly cute :3
I think some kind of stylistic and cool shader would look really cool for the characters in the game, but it could mean that I'll have to change all other shaders in the game to make it fit, and I have very little time, so I'm still undecided.