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Old 15-02-20, 11:31   #1011
Reggie
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I would sacrifice polygons elsewhere on the model to make the hands happen. You're aiming for near photo-realism so having blocky hands will look jarring.
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Old 15-02-20, 16:36   #1012
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I would sacrifice polygons elsewhere on the model to make the hands happen. You're aiming for near photo-realism so having blocky hands will look jarring.
Like where?
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Old 15-02-20, 17:46   #1013
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The level is close to being finished

I updated the lighting in this level dramatically, to make the interior spaces look more realistic while still retaining as much as the original colored lighting as possible.
This looks amazing!

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Like where?
Do you have a wireframe render of the model?
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Old 15-02-20, 17:48   #1014
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The level is close to being finished

I updated the lighting in this level dramatically, to make the interior spaces look more realistic while still retaining as much as the original colored lighting as possible.
Oh yeah sure. Great idea. I rather see this in the very most dramatic soap opera style for that atmosphere even if I dramatically hate the look of the model either.
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Old 15-02-20, 17:57   #1015
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Like where?
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Do you have a wireframe render of the model?
^ This can help.

Remember to triangulate faces where you can. There may be hidden faces on the model and certain parts which can be simplified, is it a jointed model? What about the hair? Any new faces added there? Either way, a top priority for any added poly detail on Lara should be her hands. Even in the PS1 era, most characters had a thumb as in the screenshot posted by Ligufaca. I hope you can make it happen.
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Old 15-02-20, 19:49   #1016
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yes its usually pointless to add detail to something that isnt going to be noticeable ingame. the textures is what give the detail in most cases.
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Old 15-02-20, 19:56   #1017
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^
Toblerone boobs ftw.
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Old 15-02-20, 21:56   #1018
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Default New screenshots

Hey Folks!

I was playing the Jungle and Temple Ruins Levels where TRJTA already finish his work, repositioning texture tiles and add some variation to the texture distribution on the whole levels, along side with a new lighting, and I must say, It is impressive! We can't wait to disclosure the whole India Level pack for you to see with your own eyes. Screenshots doesn't make it justice!

The Temple Entrance that you can see in the new loading screen:


New ruins texture variation


The trees on the Temple Ruins is a lot more lushed


The horizon on this area of Temple Ruins <3


You can see high resolutions screenshots on the project's Facebook Page
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Old 15-02-20, 22:02   #1019
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Oh. My. God.

I love the new screenies! Temple Ruins looks unruinily spectacular {no pun intended}. Keep up the good work! Iím genuinely excited for London, Nevada and South Pacific...
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Old 15-02-20, 22:11   #1020
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Oh. My. God.

I love the new screenies! Temple Ruins looks unruinily spectacular {no pun intended}. Keep up the good work! I’m genuinely excited for London, Nevada and South Pacific...
Thank you! I put a lot of hours into just these two levels. The good thing is I'm using a properly structured and proved workflow since I've started on Temple Ruins. Jungle was the first level I worked on and I had to figure everything out. My workflow is now very organised and tidy and also more thorough. I keep learning new stuff that will make the process go faster. I especially learned quite a bit about how to edit every aspect of the lighting while working on Temple Ruins.

Fun fact: I literally inspected every single room of Temple Ruins for texturing and lighting errors and I fixed them all. It makes the level look so much more clean, pretty and cohesive
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