RiddimMachine wrote: Nice! < 1/3 the file size of the other tooth mesh replacer's, while being somehow less angular (lower poly) too. Smaller memory footprint, & looks leagues better in shape & detail. What's not to like?
aviform wrote: There are other ones? I couldn't find any.
RiddimMachine wrote: Yea, SMIM & Smooth Mesh Mod both did the tooth in the past.
It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality.
renthal311 wrote: RiddimMachine , Highpols have nothing to do with quality! Increasing polygons is used locally only to correct and highlight the edges, Here is an example: 12 polygons, about 8k
RiddimMachine wrote: Nice! < 1/3 the file size of the other tooth mesh replacer's, while being somehow less angular (lower poly) too. Smaller memory footprint, & looks leagues better in shape & detail. What's not to like?
aviform wrote: There are other ones? I couldn't find any.
RiddimMachine wrote: Yea, SMIM & Smooth Mesh Mod both did the tooth in the past.
It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality.
renthal311 wrote: RiddimMachine , Highpols have nothing to do with quality! Increasing polygons is used locally only to correct and highlight the edges, Here is an example: 12 polygons, about 8k
"Highpols have nothing to do with quality" "only to correct and highlight the edges"
Which was exactly my point here in my first post. If that was directed at my comment about High Poly Project or the other mesh improvement mods getting no attention. I'll have to respectfully disagree where round meshes are concerned.
Machine translators do not do a very good job with syntax or humor, which leads to misunderstandings.
RiddimMachine wrote: I cannot edit that post without Nexus destroying the format, but open the images with "view image" to see the full image. This should probably continue in personal message, so we don't clutter the topic thread if there is a miscommunication at fault here.
"It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality."
Well, I can only answer for myself, but I prefer some less important models to remain low poly, especially if I never look at them so closely to notice the difference. High Poly Chicken f.ex. is improving the model, but I'm not examining chicken claws while playing to appreciate the upgade. Shown just screenshots for comparison - without captions - I'm having hard time telling the difference. So, why bother? Sometimes better texture is enough.
That being said I like the tooth here. I'll give it a try.
"I'm having hard time telling the difference."
You cannot perceive the jagged corners & flatness in between on what is supposed to be a curved surface? It's ok, most people don't know what specifically to notice, & attention to detail is not most human's forte. Look at the curvature of the model, that's where higher polygon count shines. Btw, it's far more noticeable in a 3d environment when moving around the object in question where the angular low poly meshes will poke out your eye, and you need not microscope them to notice the vast difference in the 3d world. Then you will understand, & 2d pictures don't do them justice as you will find.
Incidentally, it's a major reason that Direct X 11 and later graphical api's were invented and used at all. To increase the polygon density (as well as adding more sides to the polygons to further smooth the curves), with less performance impact. It also has a massive effect on animation quality to boot. Also, why games using them look leagues more realistic in the modeling. Ultra modded Skyrim looks very good indeed for what it is; it is however the lack of model quality that also makes it visually obvious that it is an antiquated console oriented game.
All that said, a great retexture can improve a lot, but a bad model always makes it look like crap regardless of the former. Ex. Minecraft vs. BF 1.
Certain people have made a huge effort to rectify that somewhat, as much as can be given the engine limitations. The pity is that few could be bothered; because just as you didn't notice the important bits, neither did most. Strange, because SMIM is very popular indeed, and these touch a load that Brumbek hasn't gotten around to either (and in some cases are better than a few of SMIM's meshes).
If you don't notice squarish chickens, more power to you.
Nice! < 1/3 the file size of the other tooth mesh replacer's, while being somehow less angular (lower poly) too. Smaller memory footprint, & looks leagues better in shape & detail. What's not to like?
Yea, SMIM & Smooth Mesh Mod both did the tooth in the past.
It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality.
RiddimMachine ,Highpols have nothing to do with quality! Increasing polygons is used locally only to correct and highlight the edges, Here is an example: 12 polygons, about 8k
RiddimMachine wrote: Nice! < 1/3 the file size of the other tooth mesh replacer's, while being somehow less angular (lower poly) too. Smaller memory footprint, & looks leagues better in shape & detail. What's not to like?
aviform wrote: There are other ones? I couldn't find any.
RiddimMachine wrote: Yea, SMIM & Smooth Mesh Mod both did the tooth in the past.
It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality.
renthal311 wrote: RiddimMachine , Highpols have nothing to do with quality! Increasing polygons is used locally only to correct and highlight the edges, Here is an example: 12 polygons, about 8k
"Highpols have nothing to do with quality" "only to correct and highlight the edges"
Which was exactly my point here in my first post. If that was directed at my comment about High Poly Project or the other mesh improvement mods getting no attention. I'll have to respectfully disagree where round meshes are concerned.
Machine translators do not do a very good job with syntax or humor, which leads to misunderstandings.
I cannot edit that post without Nexus destroying the format, but open the images with "view image" to see the full image. This should probably continue in personal message, so we don't clutter the topic thread if there is a miscommunication at fault here.
"It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality."
Well, I can only answer for myself, but I prefer some less important models to remain low poly, especially if I never look at them so closely to notice the difference. High Poly Chicken f.ex. is improving the model, but I'm not examining chicken claws while playing to appreciate the upgade. Shown just screenshots for comparison - without captions - I'm having hard time telling the difference. So, why bother? Sometimes better texture is enough.
That being said I like the tooth here. I'll give it a try.
19 comments
"It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality."
Well, I can only answer for myself, but I prefer some less important models to remain low poly, especially if I never look at them so closely to notice the difference. High Poly Chicken f.ex. is improving the model, but I'm not examining chicken claws while playing to appreciate the upgade. Shown just screenshots for comparison - without captions - I'm having hard time telling the difference. So, why bother? Sometimes better texture is enough.
That being said I like the tooth here. I'll give it a try.
"I'm having hard time telling the difference."
You cannot perceive the jagged corners & flatness in between on what is supposed to be a curved surface? It's ok, most people don't know what specifically to notice, & attention to detail is not most human's forte. Look at the curvature of the model, that's where higher polygon count shines. Btw, it's far more noticeable in a 3d environment when moving around the object in question where the angular low poly meshes will poke out your eye, and you need not microscope them to notice the vast difference in the 3d world. Then you will understand, & 2d pictures don't do them justice as you will find.
Incidentally, it's a major reason that Direct X 11 and later graphical api's were invented and used at all. To increase the polygon density (as well as adding more sides to the polygons to further smooth the curves), with less performance impact. It also has a massive effect on animation quality to boot. Also, why games using them look leagues more realistic in the modeling. Ultra modded Skyrim looks very good indeed for what it is; it is however the lack of model quality that also makes it visually obvious that it is an antiquated console oriented game.
All that said, a great retexture can improve a lot, but a bad model always makes it look like crap regardless of the former. Ex. Minecraft vs. BF 1.
Certain people have made a huge effort to rectify that somewhat, as much as can be given the engine limitations. The pity is that few could be bothered; because just as you didn't notice the important bits, neither did most. Strange, because SMIM is very popular indeed, and these touch a load that Brumbek hasn't gotten around to either (and in some cases are better than a few of SMIM's meshes).
If you don't notice squarish chickens, more power to you.
It's a shame you've not gotten more endorsements yet, this is head & shoulders above anything released prior to. As much as I hate to say, the community hasn't been supportive of quite a few other genuinely great mesh replacements either. Look up High Poly Project & High Poly Chicken, among others. The thanks and endorsements were a bit thin on both even though they are excellent quality.
"Highpols have nothing to do with quality" "only to correct and highlight the edges"
Which was exactly my point here in my first post. If that was directed at my comment about High Poly Project or the other mesh improvement mods getting no attention. I'll have to respectfully disagree where round meshes are concerned.
Machine translators do not do a very good job with syntax or humor, which leads to misunderstandings.
Well, I can only answer for myself, but I prefer some less important models to remain low poly, especially if I never look at them so closely to notice the difference. High Poly Chicken f.ex. is improving the model, but I'm not examining chicken claws while playing to appreciate the upgade. Shown just screenshots for comparison - without captions - I'm having hard time telling the difference. So, why bother? Sometimes better texture is enough.
That being said I like the tooth here. I'll give it a try.
Considering the uv map, you don't need an alpha map in sabretooth.dds. Saving in dxt1 saves 50% vram on that texture.