Re: STEAM HULK by Leki [MOD - WIP]
Posted: Wed Dec 11, 2013 12:37 am
he, he, he. you should see the next guys that are coming upbongobeat wrote:These pics are awesome, very nice work! congrats!
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https://mail.almosthumangames.com/forum/viewtopic.php?t=5825
he, he, he. you should see the next guys that are coming upbongobeat wrote:These pics are awesome, very nice work! congrats!

well for creatures i'm sure everything runs smooth, as for wallsets thats a different story these are in full on wip status, and will probably be optimized, downgraded a bit, i'm making the sets on a derelict quadcore, and still get it running, albeit somewhat slow, also there's the usual cullpritt : log lights and shadow handling, wich are attrocious for heavy builds, personally i would advise to use something along the lines of diarmuids skylight system, that was solid performance wise, even in the heaviest exterior builds, as we speak leki is probably optimizing wallsets heavily, but in the long run i fear it will never be a completely low end rigg compatible thing (but we sure will try to keep it as performance friendly as possible), wich is kind of hard to tone your work down, once you've grown accustomed to a certain graphic style , lets hope that log 2 engine will bring much needed improvements on certain points (same deal as with my exterior props, lets be honest log 1 engine was not designed with exterior handling in mind)bongobeat wrote:mhh, I wonder if you don't need a high config computer to run props like that?
sure fine by me the more the merrier, i tend to say, plus the stuff on buzzj's sci-fi thread looks solid, so welcome aboard.Leki wrote:Well... It's easy BuzzJ. Do you understand this specification: viewtopic.php?f=14&t=5825&start=20#p64464 ? If yes, update your models to new dimensions (h=4.5m) and share your current stuff as a plugin - and if it works and Odinsballs will take care about comunication and data management...![]()