Source Filmmaker

Source Filmmaker

[D2SFM] HD Crystal Maiden - Arcana Model
20 Comments
wra†h Jan 14, 2017 @ 2:20am 
still no puppey?
Got a new PC at 30 Oct 15, 2016 @ 6:52am 
with animations?
Artuurs May 25, 2016 @ 11:38am 
This reminds me so much of that Ice sorceress from the canceled Fable Legends, wish we could have her too :)
🦔MrBubbles🦔 Mar 18, 2016 @ 10:43pm 
great work
can you add more arcane stuff?
denisemakar DM|AA Mar 3, 2016 @ 11:51am 
@Sundownsyndrome,
I think you need to calm down. Always jumping on others. Take a break!
denisemakar DM|AA Mar 3, 2016 @ 11:51am 
@ClinterinoM0 | C:,
I like this model. Is it possible for you to do a Wraith King and Kunkka?
76561198062484847 Dec 21, 2015 @ 9:36am 
could you please tell me how to download the file... thanks :)
BlueFlytrap Mar 21, 2015 @ 7:53pm 
Calm down sun. It is far from easy to fix dxt compression.
Sundown Mar 21, 2015 @ 7:15pm 
Or you could leave it alone because I don't think you know what you're doing in the least.
犬妻  [author] Mar 21, 2015 @ 3:24pm 
There's really not much I could do about DXT from my position at the moment :/. The most I could do is edit the heaviest artifacts out. The rest of the artifacts shouldn't create too much of a problem in a moving picture.
BlueFlytrap Mar 21, 2015 @ 2:58pm 
The problem is they were run through dxt compression. Which creates heavy artifacts since it operates on a 4 by 4 pixel basis. When you upsaled them those artifacts are now 16 by 16.

The reason this can cause issues is the higher resolution your texture is the 'shaper' it is, making the artifacts even more apparent.

if it wasn't compressed you probably could get away with upscaling it.
犬妻  [author] Mar 21, 2015 @ 2:38pm 
The non-arcana textures aren't mine. I believe they are your's. I would remove them upon request.

The arcana textures were upscaled using Perfect Resize, and edited with Photoshop. It's so far worked out well to me.
BlueFlytrap Mar 21, 2015 @ 11:05am 
Well this should sound reasonable to you then. If you're going to make stuff high poly for the sake of being highpoly use nurbs. That way it actually retains shape instead of becomming a blobby mess. Particularly on models with less intense normal bakes like the staff (which has none.)

Second. Never upscale textures. Ever. Especially if they were compressed.
The only time you should upscale is if you're going to author completely new ones.


On a side note; Are those my materials you've used for you upload? Because they seem to be an exact match of those I authored.

You are aware I can file a dmca for that right?
犬妻  [author] Mar 21, 2015 @ 2:06am 
Reasonable = With reason.

I'm not going for an absurd amount of polys, only looking to make the silhouette of the model not stand out as much. The entire model was only subdivided once exponentially.
BlueFlytrap Mar 21, 2015 @ 1:27am 
Define reasonable for us.

Because you've fallen for the more polys = better trap. I consider that a big problem.
犬妻  [author] Mar 21, 2015 @ 12:54am 
Just to clarify, I'm no professional in 3D modelling and animation, and I do not mind complaints or even insults about the model or me, so long as they're reasonable. I am a student, without all the time in the world, and I will miss or overlook many issues present in the model (or I just get lazy).

There are currently many double vertices, which are causing quirks in the normals. I'll be hunting them down as soon as I have the time to. If you're going to complain about the weights on the model, I would most likely be unable to spare enough time to fix it.
Sundown Mar 20, 2015 @ 9:56pm 
all you did was subdivide
are you ♥♥♥♥♥♥♥ joking? it's ♥♥♥♥♥♥♥ broken -- even the normals

are you incompetent?
犬妻  [author] Mar 20, 2015 @ 9:37pm 
Good. We wouldn't want that to change, would we?
BlueFlytrap Mar 20, 2015 @ 6:57pm 
I still stand by my point to say you have no idea what you're doing.
Grubbo Mar 20, 2015 @ 10:29am 
Wow, that is REALLY high res compared to the one I have. Nice.