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/3/ - 3DCG


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File: 2.93 MB, 1080x1980, z-jogging.webm [View same] [iqdb] [saucenao] [google]
940242 No.940242 [Reply] [Original]

I'm talking about her individually animated ass cheeks. Most games even today treats the ass as one solid lump. And this was done 20 years ago using manual animation. Admit it's impressive.

>> No.940263

>>940242
>individually animated ass cheeks
I like individually animated ass cheeks.

>Most games even today treats the ass as one solid lump.
I think that's has more to do with character outfits being less skimpy.

>> No.940302

>>940263
You nailed it, same with boobs. I think it might even be intentional as to make the asses of the characters, especially player characters less attractive and make women feel less weird about it and the male player look less creepy. You also have it with boobs where you have characters with 50 polygons still have breast physics back then, not because its hard, but because it was even on their mind in the first place. Now they assign boobs to just the torso bone like the rest of the torso.

>> No.940355

>>940242
That doesn't even look good, it just looks like she needs to hit the stairmaster.

>> No.940389

>>940355
The fact that her ass is a little flabby just makes it hotter in my opinion.

>> No.940391

>>940242
I havent learned too much about rigging and animation yet, but this is essentially the leg bones affect the ass cheeks while modern games treat the ass as the spine so it barley moves?

>> No.940392
File: 2.38 MB, 1080x2160, ladyd2.png [View same] [iqdb] [saucenao] [google]
940392

>cooming is the driving force of true art

>> No.940393

>>940391
I think you know more than me. But you can tell how her ass cheeks move indenpendently of not just each other, but also of the legs. Like basically, you can see the fat bouncing around.

>> No.940405

>>940242
This anon is literally insane, I've seen him post the exact same ass from the same fucking game nearly every single day now. Please, please find something better to do with your time. With how devoted you are, you'd think by now you'd actually DO something, like extract her model, or work on your own version but you're a lazy autistic fuck

>> No.940421
File: 690 KB, 1280x720, file.png [View same] [iqdb] [saucenao] [google]
940421

Step aside

>> No.940436

>>940242
it's just a basic rigging/weight painting problem, it's not impressive technically even for the time.

>> No.940525

>decide to check out /3/ since it's been a while
>see this faggot here continuing to shill this game
Can't you at least contain yourself to /v/?

>> No.940651

>>940393
you cant see jiggle with this framerate

>> No.940712

>>940651
That's a dumb thing to say, anon. Also, it's not jiggle. But you can clearly see her cheeks moving around on their own, independent from the rest of her body.

>> No.940713

>>940712
you clearly have no idea how rigs work

>> No.940717

>>940713
You're the clueless one. If you can't see how her cheeks move, you're blind.

>> No.940965

>>940242
it's just bad skinning, not "individually animated ass cheeks" retard

>> No.941224

>>940965
You can literally see the polygons moving up and down, retard.

>> No.941313

What were people even rendering on 20 years ago? Did they have multicore processors and GPUs worth a damn?

>> No.941341

>>941313
Stuff like above was realtime even 20 years ago. Rendering CGI on home desktop was something you did overnight or by renting time on a renderfarm or using your schools computerlab as a farm etc.

>> No.941346

>>940242
10k polys, quite a lot for a Gamecube game. I think the same team then did re4

>> No.941361

>>941341
What were renderfarms back then running?
I need a history of cgi

>> No.941427

>>941224
and? it's still bad skinning

>> No.941428

>>941361
A small farm like my schools computer lab with 30 nice-for-the-time kind of boxes was like running one ~100GHz computer.
A render about as heavy as you reasonably would iterate upon at home that took ~5min per frame on your home gaming rig would take ~10seconds to complete at school.

>> No.941548

Im here for pics of jiggly bits on animated character rigs... post some

>> No.941787
File: 2.57 MB, 600x400, nina-williams.webm [View same] [iqdb] [saucenao] [google]
941787

>>941346
Correct, and half of those polys went to her flabby ass, kek.
>>941548
There are a lot of these, actually. Webm related is from Tekken 4, with tech comparable to OP webm.

>> No.941881

We had fucking "Sexy Beach" almost two decades ago, zoomie.