High Poly Count Model Request / Competition

High Poly Count Model Request / Competition

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trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

High Poly Count Model Request / Competition

Post by trepan »

The capability to use LODs (levels of detail) has existed in the Spring engine
since 0.75b1, but I've have you to write a really good example gadget. This
request/competition is looking for modellers who want to use higher polygon
count models with little rendering speed penalty, and who might want to use
special rendering techniques like relief mapping.

The requirements:
1. It must be texture mapped
2. 10000 triangles+ base model
3. Reduced polygon models with about 1/2 reduction steps, ex:
20000, 10000, 5000, 2500, 1250, 625, 321, 150
(to help you with this, programs like blender have a decimation tool)
4. Wavefront OBJ file format, or S3O file format
(if using OBJs, the pieces must be situated at their origins, or you'll have to
get me the piece translation offsets)

Bonus features
1. Normal Mapping
If you provide me with a normal map + height texture, I'll add the ability to
use parallax and relief mapping to your model. The texture format should
be as follows:
1 / R = Normalized Vector X
0 / G = Normalized Vector Y
2 / B = Normalized Vector Z
3 / A = Normalized Height

Unless otherwise specified, the normal map + height texture will be applied
using the same texture coordinates as the regular texture.

If you want to also provide a specular scale texture, I can apply that as
well. My current shaders actually use an RGBS + NrmH texture set, but that's
easily modified to use a separate specular texture.

2. Custom GLSL material shader
If you have a specific material shader effect that you want applied to the model,
I'll add it the initialization code. If you don't know how to write a GLSL shader,
but have a basic concept that you want tried, I'll write it (assuming that yours is
the best model of the bunch ;-)

P.S. If you want to use lower poly count models for the shadowmap generation,
reflection, or refraction, let me know which levels you want associated with the
main rendering LOD levels.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

For those of you who aren't familiar with LODs:
http://en.wikipedia.org/wiki/Level_of_detail
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Another note (after having just spoken with a modeller), I'm looking for impressive
high poly count models, not just a high poly count. I could use a smoothed sphere
to do the testing, but it wouldn't really help show off what LODs are useful for.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

There are existing Spring mods that could already use LODs. Even just 1.5k polies on a common unit can quickly add up. Something like Epic Legions could use LODs to keep the units to manageable polygon numbers at greater distances.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Also, if you're just after something to test that will look sweet, why not grab something from Scifi3D, such as

Image

or

Image
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