Highpoly "discussion", formerly known as MC0003
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Highpoly "discussion", formerly known as MC0003
Useless...
Last edited by rattle on 23 Oct 2006, 21:51, edited 1 time in total.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
true, but a high poly or at least a med poly model will practice too and than you can use your model for more than just this competition. A 500 tri model will never be used in a good mod or another game and is only made for this competition while a high model would be able to be used in a nice mod (not only for spring). So i dont want to waste my time for a model which i can delete after this.
Listen to the man. WORD! +1 and so on...Optimus Prime wrote:true, but a high poly or at least a med poly model will practice too and than you can use your model for more than just this competition. A 500 tri model will never be used in a good mod or another game and is only made for this competition while a high model would be able to be used in a nice mod (not only for spring). So i dont want to waste my time for a model which i can delete after this.
Yeah. Also they don't look better with 235059834k polygons.
Hey why does every 3D based strategy game I played then have had fairly optimized low polygon models? The game industry must be doing something wrong...Optimus Prime wrote:A 500 tri model will never be used in a good mod or another game and is only made for this competition while a high model would be able to be used in a nice mod (not only for spring). So i dont want to waste my time for a model which i can delete after this.
Quote for truth, anybody seen some of my better models..Argh wrote:Ok, fine. I will make a 500-tri model that will kick ass. You guys are completely WRONG. Period.
Those are 500 tri's by the way, and I'll be using them in my mod.
Not my fault you guys can't conserve your tris.
Maybe, I should do the same as argh..
And toast some guys.. With 500 tris..
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
i bet such bot would be possible with 1k polys + normal maps. Anyway, for competitions do a million polys, since that's what matters in competitions (and will help you make a proper normal map :)). BUT give me an option to turn off all the useless eyecandy during a game, i.e. make a low poly version and preferably dynamic LOD.
- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
And I thought a polygon was a shape with more than two vertices such as triangles and above...
No it stays at 1000 triangles, unless someone comes up with something better than that. Yeah sure, spring can handle lots of polygons but that's not the point.
Go make a 4k polygon one and reduce a copy of it to 1000 tris, then nothing is lost.
And optimus, that mech still doesn't overuse polygons, it just got a lot of detail and you need a lot more detail for first person shooters. Spring on the other hand is not a FPS. Mods with little unit counts can make use of polygon monsters while mods with tons of units shouldn't. Imagine Nanoblobs with only 2k polygon wolves...
Anyway to get this back on topic...

806 tris - more or less finished.
PS: OPTIMUS, MAKE THUMBS! Big pictures make threads unreadable, thank you. :)
No it stays at 1000 triangles, unless someone comes up with something better than that. Yeah sure, spring can handle lots of polygons but that's not the point.
Go make a 4k polygon one and reduce a copy of it to 1000 tris, then nothing is lost.

And optimus, that mech still doesn't overuse polygons, it just got a lot of detail and you need a lot more detail for first person shooters. Spring on the other hand is not a FPS. Mods with little unit counts can make use of polygon monsters while mods with tons of units shouldn't. Imagine Nanoblobs with only 2k polygon wolves...
Anyway to get this back on topic...

806 tris - more or less finished.
PS: OPTIMUS, MAKE THUMBS! Big pictures make threads unreadable, thank you. :)
Last edited by rattle on 23 Oct 2006, 16:08, edited 2 times in total.
Firstly, that last example is an abomination, both as art and as anything remotely relevant to game design.
The robot, on the other hand, probably has a polycount lower than 2000. It has a dead sexy skin, though. You're going to be surprised what I can get out've 500 tris, dude. I do not take such mocking with good grace- you WILL be proven dead wrong
Don't believe me?

That, sir, is less than 1200 tris. And if I hadn't wanted to stuff it with moving parts, it could've been under 1000, and had even more rounding on the turret. Which looks nice and rounded in Spring at the angles and distances typical during play, thanks
I take model optimization seriously- NanoBlobs has forced me to
It's not that I think you should settle for models that look like butt, mind you- it's just that at RTS resolutions and scales, you can definately get away with a lot. When we have normal-maps or bumpmaps to play with, I will be happy to make higher-rez versions, but that's kind've pointless at this point, and there are some limitations to that having to do with fine details (i.e., there's no point in having a normal map whose typical rendered size is less than one pixel- it'll hardly ever get seen except in screenshots).
Hell, let's add more fuel to this fire: Wolf/Bob, how many tris are your awesome Mechs? Oh, wait, they already posted that. This is 1804 tris:

And Rattle, the Wolves are actually embarrassingly poorly optimized. I will be the first one to say that. They run about 1650 tris. They were one of the first things I did in Spring, though, and I was more worried about getting them done (and, frankly, pleasing DRB, the guy who came up with their visual concept) than making them super-tight. I should really re-make them, but <shrugs> I have so much else to do
The robot, on the other hand, probably has a polycount lower than 2000. It has a dead sexy skin, though. You're going to be surprised what I can get out've 500 tris, dude. I do not take such mocking with good grace- you WILL be proven dead wrong

Don't believe me?

That, sir, is less than 1200 tris. And if I hadn't wanted to stuff it with moving parts, it could've been under 1000, and had even more rounding on the turret. Which looks nice and rounded in Spring at the angles and distances typical during play, thanks

I take model optimization seriously- NanoBlobs has forced me to

Hell, let's add more fuel to this fire: Wolf/Bob, how many tris are your awesome Mechs? Oh, wait, they already posted that. This is 1804 tris:

And Rattle, the Wolves are actually embarrassingly poorly optimized. I will be the first one to say that. They run about 1650 tris. They were one of the first things I did in Spring, though, and I was more worried about getting them done (and, frankly, pleasing DRB, the guy who came up with their visual concept) than making them super-tight. I should really re-make them, but <shrugs> I have so much else to do

- Optimus Prime
- Posts: 755
- Joined: 03 Oct 2005, 14:31
both models look good in a spring mod, but the models (both) are very undetailed and only the textures give them some details. This is a model competition, so without any textures and than i have to say, the models are ok, but far away from something i would call eyecandy (without textures). (and both have more than double the tris than its allowed)
I thought more about something that is so nice, that you can take it as background and therefore you need some more tris (10k or more). Just make a 1280*960 shot of the mechs and you will see what i mean.
But gah... i will make a new competition with more than 500 tris and we will see, what models look more beautyfull
(if some ppl join the competition - i will!)
I thought more about something that is so nice, that you can take it as background and therefore you need some more tris (10k or more). Just make a 1280*960 shot of the mechs and you will see what i mean.
But gah... i will make a new competition with more than 500 tris and we will see, what models look more beautyfull
