Capcom announced this week that the PC version of Monster Hunter World: Iceborne is finally live and available for players to download. The company released some added details of the small differences between the PC and console versions. But for the most part, the two are pretty much identical. You can read more about the PC version below. Best of luck to all of you in the game.
The expansion amps up every aspect of Monster Hunter: World including a higher difficulty rank, called Master Rank. Hunters must have completed the main story in Monster Hunter: World through Hunter Rank 16 in order to access Master Rank and the new Iceborne content. To help hunters along their journey, new gameplay features have been added, including the new Clutch Claw mechanic and updates to all 14 weapon types. Other new "series first" gameplay features include a two-player balanced difficulty scale, the ability to ride small monsters to traverse maps and a Hunter Helper player incentive to encourage more experienced Master Rank hunters to help Low and High Rank players progress through the World game. Also, for hunters who have yet to complete the story from Monster Hunter: World, free Defender Weapons and a Guardian Armor set help them progress through the main story in order to get to Iceborne.
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The PC version of Iceborne includes features such as a high resolution texture pack, customizable graphical settings, DirectX 12 support, plus optimization for FidelityFX CAS and upscaling. Additionally, mouse-and-keyboard controls have been revamped across the board to better suit the new actions and abilities on PC. To celebrate the launch of Iceborne on PC, two different item packs offering free consumable items are being offered as login bonuses to PC hunters. The first item pack is being provided to all PC players and the second pack is only available for players who purchased Iceborne on PC. Both item packs are available for a limited time and can be claimed by logging in between now and February 5th.
Capcom has released a number of updates for Monster Hunter World since it launched last year. Most notably, Dante, Geralt of Rivia, and even Street Fighter's Ryu have found their way into the game's expansive world. Ahead of the major Iceborne expansion's launch this fall, Capcom is planning to release an update that introduces graphical changes to the PC version of the game.
The news comes via a message on Steam. The update, scheduled to go live on April 4, will include a new high-resolution texture pack, and will be available as free DLC through the Steam store. Hunters must make room for 40GB of data on their hard drive and have at least 8GB of VRAM installed to accommodate. Further system requirements will be outlined after the update.
Also in the update is a new "TAA+FXAA" (temporal anti-aliasing and fast approximate anti-aliasing, respectively) option, which will be added to the Advanced Graphics Settings menu. Additionally, when selecting the "Take All" option, all items will display at the rewards screen upon quest completion. Hunters using the "Focus Camera" option should notice smoother, more precise mouse controls. "Friends Can Join" will be included in the Private Session Settings, and, finally, the update will include bug fixes related to localization and more, though Capcom hasn't specified what other bugs will be ironed out.
PC players of Monster Hunter World will soon be able to bump up the textures to another level, as Capcom has announced that the action RPG will receive a high resolution texture pack alongside its next update on April 4.
The texture pack will arrive as a free DLC pack available to claim and download through Steam. Considering the pack itself will be over 40GB in size to download and Capcom recommends at least 8GB of video memory to even use it, this being an optional DLC pack should be good news to many gamers without beefy gaming rigs.
Monster Hunter: World is also slated to receive its first expansion, Iceborne, later this year across all platforms, expanding the main campaign while also adding new monsters, locales, and more. It will be coming sometime in autumn.
In today's 3D graphics, high quality 3D models, due to their nature, usually have millions of polygons. This is because most of today's 3D models are created from real world scanned models, or they are digital sculptures, created using brush based 3D sculpting applications.
The maps baking functions will help you bake various types of texture maps from your high resolution 3D models and then allow you to apply them to your newly created optimized meshes. These texture maps contain information that will help you recover the appearance and features of the original high resolution mesh.
Many artists nowadays create their concepts as 3D models, using brush based sculpting applications. They usually start from basic primitive objects, such as cubes. At a certain point, they need to rework the topology of their models.
In order to better serve their purposes, 3D models should have a much lower polycount and must provide for a deserved ease of handling. Even more than this, they need to have specific edgeflows in order to be more easily animated, or further detailed.
There are several reasons for doing this: to make the 3D models more animation friendly, to create lowpoly versions for gaming or further sculpting and detailing, or as a way to change the highres topology in order to improve the model's capability of handling the highres information at a lower polygon budget.
Furthermore, you can use TopoGun to bake multiple maps out of the original highres meshes. These maps can be used by texture artists when texturing the models. They can also be used by 3D engines in order to preserve the original mesh's features, (i.e., small details that couldn't be recovered after retopologizing due to the limited polycount an engine can render in realtime).
The purpose of retopology is to create a new mesh based over an usually higher density reference mesh, which can be, for example, a digital sculpture or a 3D scanned asset. The newly created mesh should have a better edgeflow, which is extremely important for animation, texturing and even rendering.
Before jumping straight into creating a new retopologized geometry, it's a good practice to plan ahead the overall edge flow. It can potentially save precious time, which can be spent on artistic duties, such as sculpting and texturing.
This is where the Guide Lines tool comes into play. You can use it to draw strokes on the reference mesh surface. These are displayed over the reference mesh all the time, no matter which tool you're using, assisting you in creating and editing the topology in a more precise, controlled and planned manner.
TopoGun's toolset just got more complex and bigger with version 3. Along the classics available in TopoGun 2, you now have access to brand new tools, to make the retopology process even easier than before.
However, for certain parts (such as the ears) or entire meshes (such as static, non deformable objects), automatic retopology is a good alternative. The Retopologize feature can help you achieve that.
Unlike any other 3D packages, TopoGun is a specialized standalone application, aimed for retopology, highres meshes processing and maps baking in the first place.
It is designed from the ground up with perfomance in mind.
TopoGun can handle extremely highres 3D data. The polycount limit is set by the available RAM on your system. It uses special rendering techniques to achieve unparalleled highres mesh processing and rendering framerates.
One great feature TopoGun has is one pass maps baking. Instead of baking one map at a time as most of the baking engines do, the types of maps you select are baked in a single pass, thus saving you precious time.
TopoGun uses the GPU (Graphics Processing Unit) for baking hardware ambient occlusion maps. The speed that GPU computing and multithreading offers is much greater than the ambient occlusion baking methods used by today's existing software.
TopoGun supports two widespread viewport navigation models and there's a great chance you'll get used to it quickly, especially if you have some experience in working with other 3D modeling applications.
You can use this feature to create a highresh version of your digital sculpt, once you've created a lowpoly retopology. You can start with an arbitrary topology to create a quick mock-up sculpt and once you're happy with the overall form, bring it to TopoGun, create a lowpoly version and have the Subdivision do it's magic.
It is convenient to create a lowpoly model to have it animated and UV mapped, but you may also need the highpoly subdivided version, with all the details intact, to clean it up or add new features, in a digital sculpting application.
It's very useful for those situations when the artist gets feedback for a highres sculpt, but has already created a lowpoly retopology. The retopology process becomes less linear, since they can later transfer the modifications done to the sculpt back to the retopologized lowpoly mesh.
If a lowpoly version is already available too and even if an animation rig was created for it, adapting the vertices positions to reflect the changes on the original sculpture is now possible, with the Morpher feature.
TopoGun is a standalone application available for Windows and macOS operating systems. TopoGun licenses are cross-platform and after buying one, TopoGun can be installed on any of these operating systems.
By default, TopoGun starts with a DEMO license. In DEMO mode, you cannot save scenes, subdivision data, or baked maps. The DEMO license is for evaluation purposes only. If you like TopoGun and want to use it at its full potential, you should visit our store and buy a license.
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