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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