So far do I just love them! Can't wait to see all options and such, going to be awesome to see my gnomes with this models!
So far do I just love them! Can't wait to see all options and such, going to be awesome to see my gnomes with this models!
OMG 13:37 - Then Jesus said to His disciples, "Cleave unto me, and I shall grant to thee the blessing of eternal salvation."
And His disciples said unto Him, "Can we get Kings instead?"
This is going to take machinima to a whole new level. It would be awesome if you could control the bones and facial expressions.
just remove those little creeps from the game already, no ammount of work pumped into them will make it good...
The male hair still looks awful, hopefully they'll improve the textures and poly count on them before release.
I am running an amd i5 equivalent with 8 gig of ram and an above mid range geoforce video card with 4 gig on it. I had zero problems with freeze frames and computer crashes until they started connecting servers. Now I can expect to have my screen freeze with the sound continuing and no way to tab out at least twice a day. It does not post a wow crash to the file but requires me to hard boot my computer to have access to it again.
There is no Bad RNG just Bad LTP
I think they nailed the gnome and dwarf models.
Orcs do seem to be a WIP still, like Tauren and Forsaken, but near completion.
Can't wait to see how more fabulous I'll be when they release the belves new models.
ps.: I soiled myself when I saw the female gnome twerking.
This pretty much, extra bones don't have such a big impact but more polygons do.
The bones are there to allow the animator to move bodyparts like a real body would.
They are drawn between joints which are placed at the same locations joints occur in a real body (there are less in the back but that's because not all that detail is needed plus in CG you can twist joints further than a human can)
the vertices (Each polygon is made up of 3 or 4 vertices, see them as the cornerpoints of a triangle or quad in which the polygon (the triangle or quad's shape) is drawn) are attached with a certain influence value to each of the joints so that when the animator rotates the shoulder joint the polygons on the arm follow the bones in the arm and some of the polygons on the deltoid and armpit slightly stretch or squash to make it look better.
When rigging and skinning a character this stretching is the most important thing you must get right.
each vertex can be influenced by multiple bones to a total value of 1, with a value of 1 it 100% follows a bone, with a value of 0.3 it follows the bone for 30% the other 60% comes from a second bone that is attached to that vertex
Now polycount is besides adding more smoothness and geometrical detail to the model also important to determine how smooth something can be animated, With more polygons the stretching is spread more evenly among each of them.
In a low polycount model you would see strange things happen like vertices collapsing or spiking out of the body also the textures would be visibly all stretched out.
This is why they can now have more bones in the more detailed (higher polycount) models, the face especially is now suited to making all kinds of expressions that would previously just looked bad because of the low polycount.
I know it has become quite a technical story but I hope you understand it a bit now.
Last edited by Magruun; 2013-11-10 at 04:37 PM.
It seems like something to do with paladins. Each time I cross into a new zone, after that first 1 second freeze, my paladin loses 5-15% of his health (I think is closer to 15%). Every other class I have played does not have this problem, even my protection warrior (paladin is protection) or brewmaster monk. And I agree, the CRZ implementation is shit if I gotta wait 1 second for my game to continue, and another 1-2 seconds for npcs to show up if I am on a flight path. Actual server merges instead of CRZ/connected realms would have been better.
By the way: I can imagine using something like T1 (or similar old stuff) etc. will look kinda funny on the new models.
i LOVED the fem gnome, i might even faction change to Alliance after that, because i'll not kill any single gnome as Horde anymore now >.<'
They are amazing, and that's coming from me - a person that has never liked the gnomes. I might have to make one myself !
A few weeks back, I hoped that the new Gnome models would resemble Kate Pierson and Cindy Wilson.
I was not disappointed.
Don't like female at all. It looks like a cartoon, not serious at all. I hope the other face options look nothing like this one. Male looks ok I guess.
Honestly I'm not too crazy about the whole new models thing at all. Mostly because I don't want the defining facial features to change, which seems pretty much inevitable. I will want my characters to look just as pretty/awesome as they currently do.