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Jaiden
11K posts


@SmitnerStudio If you want it to look even better, make sure the normalmap is in the normalmap spot, and the door texture is in the albedo spot.
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@Flipzo7 @WalleyAllenball @SmitnerStudio Based on textures or manually sculpted, it’s RGB data that determines height. Data is stored in RGB channels which coorespond to values.
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@WalleyAllenball @SmitnerStudio How do normals work? Do they generate based on the existing model or are they also based on the textures
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@SpiralOffline @TheGameVerse A few impressive ports doesn’t magically make the PSP as powerful as a PS2.
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@LylaFur @TheGameVerse yeah, it was more like dreamcast aka 5.5 gen
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@LylaFur @TheGameVerse I had Blazblue on PSP, which was a ps3 game at the time
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@securams @TheGameVerse the PSP was significantly less powerful than the PS2. "you fool".
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@HatsuneTku @TheGameVerse it was due to an official dev kit that sony had released, i cant remember if it was PSP to PS2 or PS2 to PSP.
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@LylaFur @TheGameVerse It basically was for the average consumer. It ran PS2 games at a lower resolution most of the time with other very minor changes. There's a reason most games that got a late PS2 release also got a PSP release.
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Current poly count is at 372K, may vary as I might delete some hand webbing (As the film design, only kept it to hide seams) and need to add more in the back of the mouth
Expect 350/375K triangles + proxy
Otelo@vengeancesithh
#NuevaFotoDePerfil again but mouth and lips are rigged now
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@Kartikey404 @SIaybix Its from the videogame Silent hill 2, but it has a mod that change the main protagonist, James Sunderland, for Spider-Man
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Peter watching the Karen Page trial and finally realizing how that lawyer caught that damn brick #daredevilbornagain
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@SIaybix how tf did you get ps2 spidey to pose like that?? Im confused
this is cool af
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@chocosun4evr Softimage was probably what they used, the Japanese game industry used it very often around that time. Either that or 3DSMax.
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