![]() ![]() switches out his normal loose hand model for balled fist hands. His gameplay model doesn't have rigged fingers and uses a complex system that switches out the hand models for each situation. He also has a ton of separate hand models. ![]() With the geometry inside, it smoothes that out. When a directional light comes from above or below at more straight angles, his forehead normals mess up, creating a large divide in light intensity across his entire face. Link has additional geometry behind the face. Which is outrageous, because the way he can be ripped currently, is 100% accurate to the original source. I think it maybe has to do with the fact that Link's model works differently from regular one's. Videos of vr test running on Oculus Quest 28, 2022, 11:27 PM I wonder if any of that is useful for the 3ds version. ![]() Also looking at the n64 decompilation project. I'm starting to consider using Godot 4 and some of the ripping scripts online to recreate the scenes via gltf that way I can get proper location placement of game objects and such. Wish I could get more of the game models. Mar 26, 2023, 10:27 I reverse engineered their material set up in UE5 then made all the vertex lighting dynamic + added directional surface shading. ![]()
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