Quote:
|
Yeah you are right, he does look scary. I think it is a variation of the Tintin effect. (Uncanny Valley) When there isn't a lot of detail (like in the papier mache models or the original grim models or classic cartoons), then you accept it, and project your own emotion onto it, but when it looks like a real (albeit distorted) skull, then your only source of reference for skulls is school biology classrooms and so it looks literally lifeless and cold.
|
Exactly! Couldn't have said it better. It's our perception that does the job.
Quote:
|
Did you guys solve the issue of being able to get the objs converted back into whatever format the game uses? and was it decided that increased poly counts would slow the game engine too much to be usable?
|
I think they did since ThunderPeel was mainly worried of not being able to use the converter files since they didn't look like Manny - the problem which we solved, see Manny's model above - instead of being worried of converting the model back.
Thought I may be wrong.
Best to ask the guys in the forum thread over at Residual's forums.
Quote:
|
I always thought that manny could use a few more polys. It would be great if his could look a little more curved, like the pencil drawn concept sketches that are floating around the net. Also would be nice to see locations like the cafe in HD
|
That's exactly the way I wish it turns out.
Quote:
|
The GF deluxe project looks great, I'm not sure I could commit the time to it right now, although I'd love to be involved.
|
That's a shame, Seeing as you have good vision and the talent to join.
I think the main priority is updating textures and tweaking the engine for now ... So I don't think we need someone who can commit much of his/her time working on it. You could spent 2~3 months on a single model. In other words, I don't think Thunder is aiming for an early release.
Also, If you were to re-model the backgrounds, You definitely didn't have to commit much time since I'm working on the simple geometry of the backgrounds.

You could focus on the hard to model objects in the backgrounds.