• Deus Ex Mankind Divided (Pure Hair) research
    10 replies, posted
Started working on this. Its easy to get skeletal meshes with all the original riggin, so the only real problem in this game is hair... Already have some results, but the hair is not looking perfect yet https://i.imgur.com/k2W6Rd0.png its worst with Alex, because her hair is generated from a simple 4-vertex only curve, and i dont get the correct curve formula yet, so i'm making it linear interpolated: https://i.imgur.com/39NqgER.png https://i.imgur.com/trVWtFB.png
sure enough, it works for rise of tomb raider too https://i.imgur.com/RhVSEfX.png https://i.imgur.com/4cc9xqX.png
the research is almost complete, the hair is 100% correct and smooth now https://i.imgur.com/9svQePq.png
i will also support submeshes, and maybe even weighting https://i.imgur.com/NOYzNJR.png
before publishing the hair tool i wanted to complete the set so here's jensens trench https://i.imgur.com/O6eIXHL.png and here's Jensen in the trench https://i.imgur.com/XIUegi1.png
What's the polycount on some of these hairs?
The original PureHair tech is using polygons. So there's no need to convert them. Shadowchild (last picture) - 500k faces Lara (from Rise) - 400k Jensen - 170k
Holy cow. Did you plan on using this in source or is this just general usage?
As in all my tools, I'm exporting to SMD & ASCII (Xnalara), also hairs into OBJ (edges only), so yes, kind of general usage.
release ?
tools published http://forum.xentax.com/viewtopic.php?f=16&t=18534 http://zenhax.com/viewtopic.php?f=5&t=8272
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