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BrazilianJoe

This Root Needs Buffing - I Am Groot

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So we have these intro cutscenes where the  Warframes drop-in ninja-y from airducts, dropping grates from the ceiling. 

 

I am particularly bothered by the low quality of terrain in Earth, when we drop and the camera does a low-pass on the ground, revealing the low-polyness of a tree root. 

 

So I hereby request on behalf of the ...

 

***YEAR OF QUALITY***

 

THat you buff the poly count and texture quality of this particularly famous tree root in the Earth tileset. 

 

We are Groot.

 

MvIfyvK.jpg

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Don't do it! That root is the root of an endangered tree called Triangle-tree!

Further inspection reveals that the root is actually an advanced neural transmitter created by the Orokin to create a base of operations on a planet.

Edit: Next tactical alert confirmed?

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but did you sow that "green things" from servers (algae - also earth)?! those are truly ugly ... (low quality)

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Roots eradicated, no higher poly model available.

 

You killed it! Are you an evil servant of Thanos?

 

On the other hand, perhaps just removing it is way easier and saves man-hours for other duties. 

 

Like ADDING PRNG to loot drop angles to improve performance and save bandwidth at the same time...

And doing the same to the random inputs of the weapon (in)accuracy for the same purposes...

 

Or making the gold bling recolorable on all Prime Frames!

 

And making the Gold bling an OVERLAY which is not covered by immortal skins, so that we can use the immortal skins on Prime frames without losing the Gold any color bling. 

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Roots eradicated, no higher poly model available.

And you can't make any? There are a lot of models in this game that looks really low quality. You guys have low prioritise on those?

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And you can't make any? There are a lot of models in this game that looks really low quality. You guys have low prioritise on those?

 

Karp is one of the map designers, not a prop artist. He can only change how the map itself is laid out.

 

Making new roots would require a task to go through modeling, texturing, and then be placed into the map. That is 2/3 departments depending on whether the modeler also does textures.

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Roots eradicated, no higher poly model available.

I kind of liked it.... it very much set the tone. Sorta sad now.

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At least up the Bump map! xD

Bumpmapping only works for flat or semiflat surfaces, to simulate details that aren't actually modelled in, such as ridges and bumps and imperfections in the material. The only way this could be fixed is by manually going into the model for the root and adding more triangles to the model.

No matter how you render a 90 degree angle, its still going to look like a corner.

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Bumpmapping only works for flat or semiflat surfaces, to simulate details that aren't actually modelled in, such as ridges and bumps and imperfections in the material. The only way this could be fixed is by manually going into the model for the root and adding more triangles to the model.

No matter how you render a 90 degree angle, its still going to look like a corner.

 

 

Hummm but parallax mapping could improve matters. the 90 degree angle is a hard thing to mask, but with less steep meshes it have give a good illusion of depth.

 

It's not the kind of thing which would look good applied to a single texture though, it would have to be a systemic work on all textures for consistency. 

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