By using this site, you agree to our Privacy Policy and our Terms of Use. Close
-Sixx- said:
RAZurrection said:
snfr said:

Have you read -Sixx-'s post? It pwns your comparison quite heavily. And it actually proves that you're claiming nonsense...


Wey-hey. Looks like you just tried to write off all the other valid complaints with a "omg joo just lawst credability"

But hey, if it makes you feel better, here's the campaign shot with the "high" lod Drake model.

 

Did you even played the game? That's another pic from Multiplayer.

Also:  http://www.zbrushcentral.com/showthread.php?t=79141&page=6&pp=15

Post nº 90

"for Drake, its the same model when you are in cinematics, in game cinematics, and just running around.. he is around 37k not including weapons.. we did this so there is no noticable difference between the in game cutscenes and you just running around.. Also so there is no noticable difference between the cinematic version and in game.. Personally I think we could have givin him a LOD in game and you wouldn't have noticed too much... but in the end our engine was able to handle it and we just said screw it ....I think everyone really wanted to make sure he held up throughout the entire game.." 

Great link. There's some really interesting info in that post. I especially like:

"the hairs were placed manually and pain stakingly.. there were no scripts to help with that.. we had to make sure the sorting was the best it possibly could be.. that meant doing everything by hand..

we all tweaked our own shaders on our work... but we have dedicated graphics programmers who write the shaders.. not sure if that is what you meant..

our character team was actually smaller.. at the height of production it was at 5 with 2 TD's.. that is how you got to 7.. we had outsourcing help for some things but ended up redo-ing most of the work we got back.. "

WTF?! They did all that work?! Great stuff!