My guess is that they just limit the number of actors on screen. And with non-hero NPCs having less fidelity and/or performance-impacting items, so the enemies using hats or helmets in lieu of really nice hair, or if there is hair, using a limited amount.
Hi New work I did in 2015 for Platige Image. Character done for "For Honor" cinematic. My task was: texturing, shaders and sculpting tweaks. Sword, skinning/posing, hair and cloth simulations done by me only for screen purpose.
Show some pictures oof your problem maybe? I think I know the problem you're having since I,ve done a dew rigs myself but I need to see screen caps just to make sure...
I've been having a blast watching it while at work... I put it on Hulu on my right monitor and cruise while I'm UVing or something. Also nice to see Colin Salmon getting some screen time, he's badass. :)
You're obviously right, unfortunately yesterday I was not at home while writing the message, I will edit this message and upload some screens at soon as I come home. Thank you very much for your attention, I really appreciate it.
5000x5000 zomg almost broke my screen there lol Whats with the weird specs? is that your spec map? Can you show us your texture map after you've fixed some tips the pros have suggested above
it is tuff, at 4096 x 4096 over 100 feet you are getting about 1 and 1/2 inches per pixel of screen res. I have to keep dividing the faces down till I get it nice and tight.
I've been following Enlighten's progress since '05. It is such a relief to see it finally coming to the screens of gamers. For a time there, I didn't think It would get off the ground. Next up, real-time raytracing! (one can dream)
I've found that artefacts introduced by gradients are more obvious than any niggly little seam artefacts that might come up by using hard edges. . Mainly because you're usually looking at a lod for more of the time an object is on the screen
I've made the body of the camera in low poly. I've assigned the smoothing groups though I haven't started unwrapping yet. These are just screen shots from the 3ds Max viewport.The triangle count stands at 820 so far.