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Posted

Well... my mind is blown. 

 

 

Polycount is not really much of an issue anymore. I guess all I've been working towards doesn't really matter anymore, or does it? So long as polycount still matters in applications for rigging it still should and the edge loops for my optimized human model will make it incredibly easy for realistic skin crease simulation. Also LODs might still matter for far off distance viewing without fading out, that is if LODs still matter and your not using models with a ridiculous polycount.

 

And here I was wondering if I should offer a 400K+ subdivision variant. Anything above that is totally unnecessary but optional with UE5. Honestly, it still does concern me though.

 

 

Sorry for the lack of updates for Khajiit Overhaul, with the whole pandemic thing I've been mainly focused on my human model project as a possible future source of income just in case it's ever needed. I don't think it will, but just in case.

Posted

When I was watching that demo I almost instantly thought about this project and your struggle making the low poly model. Thought I'd drop the link here, but looks like I don't have to! Also I'm rather curious just how on earth they did it... Most people dropped their jaw because of the visuals, but honestly for me this was the most impressive part. And the lighting too. No light maps? Good looking GI? It's funny because while nvidia tries to make gamers believe the pathtracing of the movie industry is the future of videogame graphics, this makes me think that maybe it's the game engines and their graphics that are the future of the movie industry. Not like the Mandalorian didn't already "run" on UE4.

 

And good luck with the human model project.

Posted
22 hours ago, Anonymus said:

When I was watching that demo I almost instantly thought about this project and your struggle making the low poly model. Thought I'd drop the link here, but looks like I don't have to! Also I'm rather curious just how on earth they did it... Most people dropped their jaw because of the visuals, but honestly for me this was the most impressive part. And the lighting too. No light maps? Good looking GI? It's funny because while nvidia tries to make gamers believe the pathtracing of the movie industry is the future of videogame graphics, this makes me think that maybe it's the game engines and their graphics that are the future of the movie industry. Not like the Mandalorian didn't already "run" on UE4.

 

And good luck with the human model project.

Yeah, did some more looking into it. I believe nanite renders polygons as if they are pixels based on distance. so I think it actually does eliminate the need for LODs. You can argue that this saves storage and doesn't. It depends how you go about your models because you no longer need the storage space for the lower subdivision models, no normal or light maps, and I believe color textures are handled differently in a lower file size kind of way, but not sure if that goes past terrain textures. Someone can correct me if I'm wrong, but I think that's how it works.

 

Again, I'm not too concerned because high-poly would be a pain to rig in other applications and my human model will be very rig/animation friendly. It also only acts as a pillar for what I have planned.

Posted

A problem that not many people mention about this whole UE5 thing (which IS amazing, still) is space. Being able to have hi-poly model in is cool, but performance isn't everything. I can't imagine anyone happy to install a 600GB game because all models came straight out of ZBrush, or at least not until storage gets much much cheaper. The whole tech relies on VERY fast SSD setups, we're talking PCIe4 NVMe SSD, and these are not cheap.

 

So yeah, any work you do to optimize your models today is definitely not lost. It does mean that the need to do so WILL eventually go down and that's pretty darn cool.

Posted
4 hours ago, erisanima said:

A problem that not many people mention about this whole UE5 thing (which IS amazing, still) is space. Being able to have hi-poly model in is cool, but performance isn't everything. I can't imagine anyone happy to install a 600GB game because all models came straight out of ZBrush, or at least not until storage gets much much cheaper. The whole tech relies on VERY fast SSD setups, we're talking PCIe4 NVMe SSD, and these are not cheap.

I think the point was that they can render that many polygons. Those meshes were said to be straight out of Zbrush. If the models were retopologized with topology specific to each model, then subdivided once or twice depending on the complexity of that model you can get the same results anywhere between 1/4 or less to 3/4 of 1 million polygons (depending on the model of course).

 

Geometry (polygons) is also more storage efficient than textures until you start going into the realm of individual models with a million or multi-million polygons. Also the statues for example; having multiple duplicates of that same model in-game isn't the same as importing the same model multiple times into the engine. So since you are now able to cut out stuff like light maps, normal maps and LODS (maybe even more), you may end up saving storage.

 

UE5's Nanite is more ground breaking than most people think when it comes to games and how soon we can make use of it. Of course it's not available until early 2021 and won't come out of preview until late 2021. Also "Unreal Engine 5 is being designed with forward compatibility in mind, so you can start with next-gen development now in UE 4.25 and move your projects to UE5 when you're ready."

Posted
31 minutes ago, 1337DragonWolf said:

At this point, I'm just desperate for the Sergal race. I've been waiting for it for years?

lol, sorry. ?

 

Once done, with the new optimized yet detailed Khajiit head mesh a head morph for sergals can easily be made. Aside from textures, It would require a new tail, maybe a mane and probably just a reshape of the feet I made a while back.

Posted
17 hours ago, NightroModzz said:

lol, sorry. ?

 

Once done, with the new optimized yet detailed Khajiit head mesh a head morph for sergals can easily be made. Aside from textures, It would require a new tail, maybe a mane and probably just a reshape of the feet I made a while back.

I'm eager to see the result!

Posted
On 4/9/2020 at 11:11 AM, NightroModzz said:

interesting and painful learning

Minden új, amit annak látunk vagy még senki sem csinált olyat.

De már sokkal jobb a csokifiguráknál...

:mrgreen:

A szobrászat egy olyan műfaj, amihez sokkal több tehetség és kurázsi kell mint egy irodában unatkozni...

-----

Everything we see is new, or no one's ever done it before.

But it's much better than chocolate figurines now...

Posted
On 5/17/2020 at 10:58 PM, 1337DragonWolf said:

At this point, I'm just desperate for the Sergal race. I've been waiting for it for years?

I too am taking an extreme interest in the Sergal race, and have also been waiting for years. I tried making one once, but the results were....poor. I know I check this forum probably once a day or so.

  • 4 weeks later...
  • 1 month later...
Posted

I am really hyped about what you have done so far, as for straight khajiit overhaul working for SE right out the box, even the Digi version works straight out of the box. However I am really hoping to see what you have done so far completed and released. Hoping all is well with you what with this covid-19 business messing with everyone's lives.

Posted

Yeah, I just hope everything, or at least most things are okay with you NightroModzz.

Not going to lie, this is one of the two most anticipated Skyrim mods for me.

Posted
8 hours ago, Anonymus said:

Yeah, I just hope everything, or at least most things are okay with you NightroModzz.

Not going to lie, this is one of the two most anticipated Skyrim mods for me.

Which other mod are you anticipating? In case I need to follow yet another mod.

 

Posted

it's funny, but in general, nowhere is there a mod for adding the Renamon race to Skyrim. I searched literally all sites with mods for Skyrim and did not find any mod for this race, which is a pity, because I even have a dakimakura with this character :)))  

Knowing that there are such works as "yiffy age of skyrim", I would really like to believe that the mod with this race will still come out.  

By the way, a fun fact, not so long ago I saw people wondering why there are no 18+ races of animatronics from FNAF, because good 3D models are available on the Internet in the public domain, and no one has made such a race? (by the way, 3D models of Renamon can also be found in the public domain, right?)  

Sorry for the terrible text, I just don't know English well, not my native language. So I used google translator and "Ctrl + C, Ctrl + V"

  • 3 weeks later...
Posted
On 7/25/2020 at 8:19 PM, Happy_Fox said:

it's funny, but in general, nowhere is there a mod for adding the Renamon race to Skyrim. I searched literally all sites with mods for Skyrim and did not find any mod for this race, which is a pity, because I even have a dakimakura with this character :)))  

Knowing that there are such works as "yiffy age of skyrim", I would really like to believe that the mod with this race will still come out.  

By the way, a fun fact, not so long ago I saw people wondering why there are no 18+ races of animatronics from FNAF, because good 3D models are available on the Internet in the public domain, and no one has made such a race? (by the way, 3D models of Renamon can also be found in the public domain, right?)  

Sorry for the terrible text, I just don't know English well, not my native language. So I used google translator and "Ctrl + C, Ctrl + V"

just because it is in public domain doesn't mean we can just use that character 

especially since someone made those models (sfm ones)

and those are a pain in the ass to convert

then rigging takes a lot of pain and time

that's why most people don't bother

Posted
19 hours ago, D C said:

just because it is in public domain doesn't mean we can just use that character 

especially since someone made those models (sfm ones)

and those are a pain in the ass to convert

then rigging takes a lot of pain and time

that's why most people don't bother

I'm glad you said all that, I wasn't sure how to phrase it without sounding condescending. I would also add: NightoModzz has already stated in prior posts that they will not be taking more requests, so people constantly asking anyways probably annoys them.

  • 3 weeks later...
Posted
5 hours ago, LoRDFeniXXX said:

Keep up the good work man, cat lovers around the world are counting on you! ?

I concur with this notion. Cats are great (Typing this as my cat sleeps on my laps).

  • 4 weeks later...
Posted
22 hours ago, encastra said:

So....anything news worthy?

Sometime soon between a few days and a week.

 

I should be getting a RAM upgrade in the mail today going from 16GB (4x4) DDR4 to 64GB (16x4) DDR4 and have been researching fur techniques for the past week and a half.

 

 

EDIT:

Well, tried installing my new RAM (G.SKILL TridentZ RGB Model F4-3200C16Q-64GTZR) to my Asus X99-E WS mother board but didn't post and got the Q-code 53 (error). In other words, no ram/ram not recognized and no RGB lights. Tried it with one stick and was still not recognized, but the RGB lights turned on.

 

Don't know, It claims X99 and Z270 support, or maybe I need to to update my bios to 2019/08/12 Version 4001. I might need to return them. If anyone experienced something similar and has advice, let me know.

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