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 Post subject: DX11 features applied to FMJ's main character idtech4 asset
PostPosted: Thu Nov 12, 2009 11:21 am 
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Joined: Mon Nov 27, 2006 11:36 pm
Posts: 78
With all the lately buzz about DX11's hardware tessallation feature, I asked myself why not to apply that feature to my FMJ main Character "John Kane". I have always been dying to get my hands on D3's high poly mesh assets (which were never released) to play around with. I guess this is probably as close as one might get to the real deal. Also I can imagine alot of other useful purposes for this tech, even outside the gaming world, where this could become very useful (Just imagine sending that processed mesh to a 3d printer, letting the printer sculpt my very own 1:1 lifescale FMJ character :D)

So here we go:

Image
HighRes Version

Image
HighRes Version

Image
HighRes Version

And finally , the youtube video links, showing them rendered in realtime... Click
John Kane
and
Hellknight

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