I guess only Ekmek and maybe Capo worked that much on their LHs previously
Yep, I didn't spend that much time on a LH. That's because I made LHs because I needed them, not because I enjoyed making them. Still, I'm very pleased with my creations.
I guess only Ekmek and maybe Capo worked that much on their LHs previously
Yep, I didn't spend that much time on a LH. That's because I made LHs because I needed them, not because I enjoyed making them. Still, I'm very pleased with my creations.
...Still, I hope you will surprise us with some more awesome leaders like this
melcher kürzer;10138233 said:With good reason, you have made some really nice LHs. I like Afonso Henriques especially, know him from RFCE.
...Please upload the other one too
Also, you should make another thread for your units. I saw a couple of them, and they were also superb!
Again, very nice work. Not only does she look very good, also the animation works without visible glitches as well.
She has a rather high polycount, but I don't think that is much of a problem. If you want to improve her performance a bit you could try to bake her textures into one file. You can notice this when you look at her in the 'pedia. The vanilla leaderheads are shown nearly instantly, while your leaderhead takes about 1 second to show up.
I didn't made her furious, so I missed that part.melcher kürzer;10159926 said:Thanks again. I appreciate that you give me feedback after you tested her ingame.
Personally i'm not so happy about the furious animation. She looks very odd when she moves her head to the left. I think this is because her teeth consists of one single mesh and you can see it in that particular position. But i think this is a minor issue, maybe i'll try to fix that someday.
I think leaderheads (in contrast to units) are rather unproblematic when it comes to high polycounts and/or lots of texture files because they are only loaded when needed. The reduction of the texture file number and size however helps to save some hard drive space and gives the leaderhead folder a more "cleaner" feeling, so I normally invest a bit extra work time there.melcher kürzer;10159926 said:Yep. Most (i guess about 50%) polygons are used for the jewelry. I have tried to delete all unnesassary polygons and to make the Leaderhead performance-friendly.
The Leaderhead is almost like the Colonization-LHs (Cunhambebe, Dutch-King, etc.), exept the textures.
Personally i don't notice any difference in the loading time between these Leaderheads ('pedia too). But i will take a look at this, maybe i will rework the LH sometime.
Sure thing. Nobody starts perfect and I'm always happy to share the little knowledge I gathered so far.melcher kürzer;10159926 said:I will keep that in mind for future projects anyway.
Don't forget, i'm just a beginner with leaderheads. Any improvement suggestions are welcome.
...
By the way, the polycount could be halved by using NiTriShape instead of NiTriStrips for the meshes. If this also boosts the performance I don't really know however, maybe NiTriStrips has some other benefits.
Those two can be exchanged using NifSkope only. I already successfully tested it with your leaderhead. If you want to know about that, I could explain how it is done. It's not too much work...
I think you should make a leaderhead gallery, almost all LH makers have one
Soon you will have 3 LHs, and I suppose in time you may create some more, so go ahead
Not to mention your LHs are top quality, it would be nice if everyone could easily find all of them