Model Competition (high poly models of vehicles)

Model Competition (high poly models of vehicles)

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Model Competition (high poly models of vehicles)

Post by Optimus Prime »

In this competition, you can show, what high (or not) detailed models of vehicles you can make.

Rules:

- you can choose any 3d programm you want
- the model must be untextured (you can put textured pics too, but they will not count)
- the model should have less than 30k polygons (in other words, the models should be made so that you can have a lot of them in game
- it must be 100% your own work
- it must be a vehicle (hovercrafts are allowed too)
- the contest ends at the 30th November with a vote (1 or 2 weeks


have fun! :)
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Why is there a limit in a high-poly competition? That's fairly low for a highpoly model. Why aren't we allowed to use as many millions as we need? Consideration for some retarded 3d apps that can't handle more than 30k?
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

I know that this is not a really high poly competetion in comparison to really high poly models, but i thought it would be best, if it is possible, to put the final unit into spring. Spring engine is good, but i bet that a million poly model would slow the game if you build a lot of them.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

30k will already slow Spring down unless your mod allows at most two units to be deployed per player.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

no. A 16 player War Evo game runs without a performance loss and a normal unit has more than 3k polys (makes 16x3 = 48k polys). I bet that you can play with 10 or more mechs per player and the performance will still be fine. As 100 times said, its the pathfinding what is slowing the game most.
Sure, 30 k is much for spring and you wont be able to make an aa mod out of units of this kind, but because we want some nice units, we need a max limit which is much higher than the best looking unit we have in any (spring) mod at this time.
So lets try what can we do with such a limit.
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

30,000 will kill it.

:roll:
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

wasnt caydr testing 100 of his 10k poly ships in spring a while a ago? When i remember right, he couldnt notice a big performance decrease.
Anyone has some test results?
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

make a 30,000 poly geosphere, wrap a 256x256 tex on it
and then watch frames fall....

lol :P
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

This has been discussed in its entirety at least twice.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

never the less, here is my first version of my model Hercules.
It is still in alpha phase (cockpit for example is ugly and will be redone as other parts will).

Image

polys: 18478 (can be reduced to 16k without detail decrease i think)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

ACTUALLY, the object count contributes a good bit..
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

All the poly's in the world won't save you if your design is retarded.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

That's Mickey Mouse on crack... well almost. :P
I could enter my... car. Just need to select all faces, hit S a couple of times et voila, 15k polygons. 8)
User avatar
Keithus
Posts: 155
Joined: 06 Oct 2006, 05:59

Post by Keithus »

I see alot of.......... Extruding and changing the scale of faces, which is good.........If it imporves visual QUALITY.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Those tires look to be over done. Maybe just have some simple treds? Also the miniguns seem to be placed...oddly. Maybe its the angle.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

That looks like "hm, I need to drive up the polycount, let's extrude some random faces". Model functional detail, not just random extrusions! Pipes, storage boxes, a ladder to climb on the vehicle, an entrance hatch, something to feed ammo into the chainguns, something to connect the motor to the wheels, etc, etc. Stuff like the profile on the wheels is better done with a texture. And try looking at your model without hard edges because that's what it'd look like in a game. Unless you unweld all vertices and completely choke the graphics port bandwidth.

Also try some practical considerations, that cockpit looks like the pilot dies when the unit takes minimal fire from the front. Imagine what would happen if this thing got hit by a tank shell from its primary combat direction.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

lol its so funny to see ppl acting like offended.
But i m ok with it, you all think its odd (for an alpha vers) - fine so i can wait and see you models which will be so much better and than we have a great contest.

KDR: some good points, some are not. Who says, that its not a robot? Ok sure, a robot wouldnt make such a design, but who cares? The cockpit is weak yes, but so are other parts (wheels) and therefore no sense in making the cockpit tanklike when the rest will get destroyed by a shot. Also i said that the cockpit looks ugly and will be redone. Its just the first step after some hours of work...

you too have time until november the 30th ;)

update: Image
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Thanks but I'd rather spend my time on something that makes sense like a model that can be used in a game or an actual highpoly model that could be used in a cinematic or for normalmap rendering.
User avatar
caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Post by caldera »

just want to say that i think it looks great
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

You have to consider usefulness as well... let's wait for the finished product.
Post Reply

Return to “Art & Modelling”