Problem - my 1st high poly unit

Problem - my 1st high poly unit

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Plo Koon
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Joined: 04 Nov 2005, 16:00

Problem - my 1st high poly unit

Post by Plo Koon »

Homing Spder droid
http://en.wikipedia.org/wiki/Image:Homi ... rge%21.jpg

Image
Image
Image

this unit is krogoth-like so it's a rare one. it will be in s3o with uvmapped textures.
I need to know if there're too many faces (or not enough) and, while texturing, if I have to create one texture for each leg or if it is possible to have 1 texture for all
other comments are welcome
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smoth
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Post by smoth »

dude, just get a poly count from your modeling prog. I can say you wasted alot of polies on unessesary detail can be handled via a texture. however, I'd prefer a wireframe view or something in the way of a flat shaded render vs the smooth shaded which hides alot of the polies.
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Zoombie
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Post by Zoombie »

What dose it do?
maestro
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Post by maestro »

n00bs dont understand the important of model efficiency :evil:
I can make model with 1/100 number of polygon that looks MUCH better than your crappy model after textured :roll:
In design game, what important is not the maximum number of poly you can do but the MOST REASONABLE and MOST PLAYABLE amount of poly...
Keep in mind : There is UV mean you can make ultra low poly looks uberdetailed if U spend more times on make proper texture and its preshading and weathering instead to add the Amount of polygon on your model!
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Das Bruce
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Post by Das Bruce »

Yeah thats a rediculous ammount of polygons.
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smoth
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Post by smoth »

maestro wrote:n00bs dont understand the important of model efficiency :evil:
I can make model with 1/100 number of polygon that looks MUCH better than your crappy model after textured :roll:
In design game, what important is not the maximum number of poly you can do but the MOST REASONABLE and MOST PLAYABLE amount of poly...
Keep in mind : There is UV mean you can make ultra low poly looks uberdetailed if U spend more times on make proper texture and its preshading and weathering instead to add the Amount of polygon on your model!
woah, woah, there calm down it is just a noobish model. I know your pain but chastising the guy will not help him. Drink a beer chilax and help the guy out.
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Das Bruce
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Post by Das Bruce »

What he really needs to do is reduce the segments in round objects
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SwiftSpear
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Post by SwiftSpear »

Das Bruce wrote:What he really needs to do is reduce the segments in round objects
Agreed, There are alot of really small rounds that don't really need more then 8 sides to look fine.
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Tim Blokdijk
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Post by Tim Blokdijk »

Das Bruce wrote:What he really needs to do is reduce the segments in round objects
I can see about 3 to 5 segments that do not fit that definition. :twisted:

I don't believe anybody here made a high-polygon model for Spring.
Won't say that the critics here don't have a point but I actualy would like to know how the unit would look and preform once it's done Plo Koon.
And how hard it is to create the unit with the tools that are around.
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SwiftSpear
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Post by SwiftSpear »

Tim Blokdijk wrote:
Das Bruce wrote:What he really needs to do is reduce the segments in round objects
I can see about 3 to 5 segments that do not fit that definition. :twisted:

I don't believe anybody here made a high-polygon model for Spring.
Won't say that the critics here don't have a point but I actualy would like to know how the unit would look and preform once it's done Plo Koon.
And how hard it is to create the unit with the tools that are around.
You think maestro hasn't made any high poly units? Nub.
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Das Bruce
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Post by Das Bruce »

Tim Blokdijk wrote:
Das Bruce wrote:What he really needs to do is reduce the segments in round objects
I can see about 3 to 5 segments that do not fit that definition. :twisted:

I don't believe anybody here made a high-polygon model for Spring.
Won't say that the critics here don't have a point but I actualy would like to know how the unit would look and preform once it's done Plo Koon.
And how hard it is to create the unit with the tools that are around.
Not that hard, if you can find someone to show you the basics, or crack open a mod and start ripping.
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Guessmyname
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Post by Guessmyname »

I modelled that unit a while ago and sent it to Gnome. Coerce him into giving it you.

This is my (lower poly) version:

Image
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Tim Blokdijk
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Post by Tim Blokdijk »

SwiftSpear wrote:...
You think maestro hasn't made any high poly units? Nub.
Probably he did but I have not seen any real high poly units in Spring.
And I do know the polycount is not realy the bottleneck atm.
So I would like to see someone try to and actualy make a very high polygon unit.
Just to know that it can be done.
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SwiftSpear
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Post by SwiftSpear »

Polycount is a largly unspoken of bottleneck. It's acctually very relevent, just there isn't a spring mod yet that uses high poly units. Ask cadyr for his figures with his GEM models. With lighting and shadows on some of them are real FPS hogs.
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Plo Koon
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Post by Plo Koon »

Maestro, you're a little rude
I'm only asking for help, I'm not asking what your're able to do.
this is the 1st time I model with 3dsmax and it's the 1st time I try to create a unit in s3o.
I already know the poly vs texture thing but I want to reach the maximum playable polycount and see how (and if) Spring works.
You should know that not everyone is skilled like you so there's no need of flaming and I really don't understand why you flame for such thing

anyway

decreased polycount
Image

each leg is +- 256 and the same for the body so it's 5 time a 3do unit.
when exporting the polycount could increase or decrease, it depends on which objects are joined togheter
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Das Bruce
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Post by Das Bruce »

Theres your problem, 3dsMax is overkill. Only ever use it to export to s3o and generate uvmaps, not actual modeling. Try Wings3D instead.
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Plo Koon
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Post by Plo Koon »

no, I'm using 3dsmax cause I need practice with it, it's not only for Spring but for modelling in general
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Isaactoo
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Post by Isaactoo »

Doesn't Spring have some logic to make some parts of a model look rounder...like in http://taspring.clan-sy.com/screenshots/screen82.jpg or http://taspring.clan-sy.com/screenshots/screen83.jpg or am I just decieved by the shinyness?
P.S. I can't wait to see it in SWS
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Pxtl
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Post by Pxtl »

Isaactoo wrote:Doesn't Spring have some logic to make some parts of a model look rounder...like in http://taspring.clan-sy.com/screenshots/screen82.jpg or http://taspring.clan-sy.com/screenshots/screen83.jpg or am I just decieved by the shinyness?
P.S. I can't wait to see it in SWS
No, that shinyness means there's some gauraud shading or something going on. Lord knows how you get your model to use them - there was some tedious nonsense involving "smoothing groups" in other modelling apps that you needed for games, although I doubt that info is available in OTA objects so I assume they just figure it out procedurally.

But in any case, that means that super-high polycounts for smoothness purposes are unecessary. Better to use polys on modelling all the details.

Oh, and geospheres are more efficient than regular spheres.

At any rate, with all the glowing and shadowing and landscape and stuff, I'm sure Spring could handle higher poly models without it affecting FPS much, given all that overhead.

Any plans to support keyframed per-vertex animation in the models, so we can just rip MD2 and MD3 models into Spring? That'd be good for a laugh.
maestro
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Joined: 08 Jun 2005, 11:10

Post by maestro »

Plo Koon wrote:Maestro, you're a little rude
I'm only asking for help, I'm not asking what your're able to do.
this is the 1st time I model with 3dsmax and it's the 1st time I try to create a unit in s3o.
I already know the poly vs texture thing but I want to reach the maximum playable polycount and see how (and if) Spring works.
You should know that not everyone is skilled like you so there's no need of flaming and I really don't understand why you flame for such thing

anyway

decreased polycount
Image

each leg is +- 256 and the same for the body so it's 5 time a 3do unit.
when exporting the polycount could increase or decrease, it depends on which objects are joined togheter
Sorry then :/
Sometimes do it when the climate is melty hot 29 deg celcius so it happened times to times :P
If U send me the model I will check it and explain to you which part is necessary and which part can be more efficient with some proper texturing...
How's that :)
each leg +- 256 sound too much though, But... but... I forget to ask....
do you make it for game or for cool wallpaper ? if it for wallpaper than that is fine already, and you can still add more poly (at cost of UVW hell)

Oh and dont trust Bruce B_S about wings3D vs MAX3D
I enjoy 3D MAX, Lightwave, Anim8or
I disdain Wings3D for personal taste
so there is something personal there
just take any suit to your modelling style and use proper methods...
With some software (Lightwave and ANim8or) you will need some additional software for UVmapping, I use free UVmapper for this, except for some simple model which I can texture it easily with LW...
If your MAX though, you can simply UV it as MAX have top notch UV mapping, bar none
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