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  1. #10
    Player
    faris's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    594
    Character
    Lunaris Mist
    World
    Spriggan
    Main Class
    Thaumaturge Lv 100
    I just figured I'd drop in my 2cents on this. I'm only a first year 3d animation student but good modelling and low poly counts mean that lag wouldn't be an issue with 3d as opposed to 2d, whether it's online or not. (especially with zones being re-implemented) Just putting that out there. We're not in 1998. As Gramul said, there's a brilliant grass filter on autodesk maya, and lots of games use it. Xenoblade's grass does mean the scene's more fleshed out and fuller, but since I haven't played the game, I'd like to ask OP if it's animated as a character moves through it / are there wind effects going through it?





    ...Just because I can, repeating assets really bother me. Compared to XIV, there's quite a lot of things which are used a lot. Some things are rotated, but...

    As for the grass in XIV, my first thought upon seeing it is "wow, that ground's a little bald" but we don't know what kind of area this is yet. Not to slight the OP, but Xenoblade's grass would be ideal for an area which is a field which not many people step through, etc etc. If you're in an area that would logically have a lot of foot traffic / people not sticking to the path, then XIV's grass there is realistic and fine.
    (3)
    Last edited by faris; 08-15-2012 at 08:27 PM. Reason: english derp.

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