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March 7, 2010
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:iconbogdanbl4:
fanart cinematic model for allods online [link]
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:icongoktugg:
~goktugg Jul 16, 2010  Professional Digital Artist
it looks good...
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:iconska-fandr:
~ska-fandr Mar 9, 2010  Hobbyist Digital Artist
Во злыдень-то!=)
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:icongunghotm:
Wow, this is cool!

I wish people did this much detail into characters in online games!
Would so be worth the 60-80usd on a reg/collectors edition in a online game if they had this type of detail. :D

May I ask what type of program you used and how much experience (months/years) you have with that program(s)?

Again, so cool!
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:iconvincentez:
!Vincentez Mar 7, 2010   Digital Artist
The main factor limiting it is the bandwidth usage and the hardware the games are meant to run on :P
So u won't be seeing anything like this for quite a long time
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:icongunghotm:
picked up bad company 2, its partly there and I'm on max everything 300fps. ;)
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:icongunghotm:
btw check out blade & soul ;p
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:iconvincentez:
!Vincentez Mar 12, 2010   Digital Artist
heh, still nowhere near the amount of detail :P
actually, one technology is able to provide the needed polycount for the wanted details for the close-ups of the models: DX11 and tesselation. That is, if they're used right... so far, the best use of it was in Aliens vs Predator, but even in that, it didn't really create much new shapes for details, as it should... it was still seemingly mostly used to just smooth out the corners, which is a huge waste :S
Of course, even with tesselation, the amount of details is limited by the number of pixels in the displacement maps... which is limited by the vram of the graphics card... so... yea.. you won't be seeing this kind of things anywhere in games for a long, long time :P
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:iconivilai:
~ivilai Mar 7, 2010  Professional Digital Artist
мощнецкий орг )
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:iconfirstkeeper:
~FirstKeeper Mar 7, 2010  Professional Digital Artist
Фега! Чей-то вас расстащило хайрезы делать с Молотом :)
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