Hoi's wip thread
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Re: Hoi's wip thread
3 cubesFLOZi wrote:I count 34 tris with the bottom culled...smoth wrote:5*2 + 3 -> 13 * 2 -> 26
the side towers are 5 faces each and 3 on the middle section if you remove unseen geometry 2 polies for each face.
you are not culling unseen geometry are you.
6 faces for each
3*6 = 18
X2 to transform square faces to tris
36 polies
/me sighs,
My example was if he made the center piece a strip of 3 faces and the two towers 5 sided with no bottom.
if this is true he really did the walls wrong.Ps: the wall is 44 tri's, and 34 without the stuff you don't see.
one face is 2 polies each.... I have no idea how it would be 34
Re: Hoi's wip thread
The 'wall' is 6 tris. Each end post is 14. 2 for the top, 2 for the end side, 2 for each side perpendicular to the wall, and 6 for the side connected to the wall.smoth wrote:3 cubesFLOZi wrote:I count 34 tris with the bottom culled...smoth wrote:5*2 + 3 -> 13 * 2 -> 26
the side towers are 5 faces each and 3 on the middle section if you remove unseen geometry 2 polies for each face.
you are not culling unseen geometry are you.
6 faces for each
3*6 = 18
X2 to transform square faces to tris
36 polies
/me sighs,
My example was if he made the center piece a strip of 3 faces and the two towers 5 sided with no bottom.
if this is true he really did the walls wrong.Ps: the wall is 44 tri's, and 34 without the stuff you don't see.
one face is 2 polies each.... I have no idea how it would be 34
Re: Hoi's wip thread
that model should only be 3 cubes...
Re: Hoi's wip thread
It is the right way to model it, imo. No Z-fighting issues.
Re: Hoi's wip thread
Oh god he did.
also I use 3 cubes for walls like that and there are zero z-fighting issues. I would eat a hot pepper if I am wrong!
also I use 3 cubes for walls like that and there are zero z-fighting issues. I would eat a hot pepper if I am wrong!
Re: Hoi's wip thread
They'd only be very minor as the faces are perpendicular. But it is the right way to do it even though it costs an extra 8 tris. Yes it's not really a big deal on a model as simple as this - but it is good practice to model like that as in a more complex model you will waste texture space and be rendering geometry which is never viewable apart from inside the model.
Re: Hoi's wip thread
I have never really seen perpendicular z-fighting. Parallel I see a lot but perpendicular i never see.
Also these walls there might be 100s. isn't it wise to save on that sort of thing?
Also these walls there might be 100s. isn't it wise to save on that sort of thing?
Re: Hoi's wip thread
Well, that depends on what's more expensive. I mean, one system means that it is drawing more physical area on the screen, the other means it's drawing more polygons.
Which slows down fillrate more? More surface (because more exists, albeit hidden), or more polygons?
Which slows down fillrate more? More surface (because more exists, albeit hidden), or more polygons?
Re: Hoi's wip thread
these are all interesting questions.
Re: Hoi's wip thread
I'm just making stuff to improve, this isn't really meant for a mod or something.daan 79 wrote:do you make stuff just for you?
It's not done, so not optimised, so I can't give an ansfer to that yet.daan 79 wrote:How many poly is that gun?
Still wip.
Re: Hoi's wip thread
It depends on the size of the zbuffer and would only really be apparant at very acute angles to the wall itself.smoth wrote:I have never really seen perpendicular z-fighting. Parallel I see a lot but perpendicular i never see.
Also these walls there might be 100s. isn't it wise to save on that sort of thing?
Anyway, pxtl hit the crux of the matter.
Though even if there 1000 of these walls, all being rendered in the same scene (pretty unlikely), 8000 tris is a drop in the ocean these days.
Re: Hoi's wip thread
+1, it's a non-issue, 'cept the shadowmap that results is a little funky. I think more of that is stuff that's currently borked with the shadowmap anyhow.I have never really seen perpendicular z-fighting. Parallel I see a lot but perpendicular i never see.
Fillrate's a factor after culling of backfaces, IIRC, so most of the time it's "how big is that texture" vs. "how much texture are we showing". I've been finding that tricount's less important than fillrate... if you don't have shaders on. With shaders, it's the inverse, because of tessellation. IOW, things with lots of triangles that are then using shaders are pretty expensive, because you're going to have some tessellation on anything but the smallest bits where it's just one texel. An object with big flat planes is getting broken up into dozens, if not hundreds of smaller triangles, it's easy to see in screenshots, if you play around a bit with the camera on reflective things.Which slows down fillrate more? More surface (because more exists, albeit hidden), or more polygons?
Would have done it with two 5-face cuboids and a 3-face wall, with a smaller skin, myself, because most of the time the weird shadow results wouldn't matter, and the rest of it's moot.
Re: Hoi's wip thread
@wip: needs more work on barrels. Interesting what you did with the back, but i dont think many players would notice it. I'd say, add more detail to the roof and weapon housing (which btw is too small)!
But it's got that "deadly" look, and, imo, models with "that deadly look" always turn out awesome
But it's got that "deadly" look, and, imo, models with "that deadly look" always turn out awesome
Re: Hoi's wip thread
You basically made the perfect battlestar gun!
Tell me when you wanna share that nice piece!
Tell me when you wanna share that nice piece!
Re: Hoi's wip thread
Vertex/Fragment shaders do not and can not generate new triangles.An object with big flat planes is getting broken up into dozens, if not hundreds of smaller triangles
Re: Hoi's wip thread
I dunno if I can, all the stuff textured on the image below is on one uvmap and the gun is not uvmapped yet, and spring only supports 1 uvmap, so you'll either need to use it without the stand, or I could try to fit everything on one uvmap.daan 79 wrote:You basically made the perfect battlestar gun!
Tell me when you wanna share that nice piece!
I dunno about the arrows, I think I'm going to remove them, and I'm still working on the red crate
One more for the lulz: