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Problem - my 1st high poly unit
Posted: 18 Dec 2005, 19:18
by Plo Koon
Homing Spder droid
http://en.wikipedia.org/wiki/Image:Homi ... rge%21.jpg
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
Posted: 18 Dec 2005, 22:31
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.
Posted: 18 Dec 2005, 23:53
by Zoombie
What dose it do?
Posted: 19 Dec 2005, 01:52
by maestro
n00bs dont understand the important of model efficiency
I can make model with 1/100 number of polygon that looks MUCH better than your crappy model after textured
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!
Posted: 19 Dec 2005, 02:26
by Das Bruce
Yeah thats a rediculous ammount of polygons.
Posted: 19 Dec 2005, 08:38
by smoth
maestro wrote:n00bs dont understand the important of model efficiency
I can make model with 1/100 number of polygon that looks MUCH better than your crappy model after textured
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.
Posted: 19 Dec 2005, 09:08
by Das Bruce
What he really needs to do is reduce the segments in round objects
Posted: 19 Dec 2005, 10:16
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.
Posted: 19 Dec 2005, 11:20
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.
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.
Posted: 19 Dec 2005, 11:26
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.
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.
Posted: 19 Dec 2005, 11:28
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.
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.
Posted: 19 Dec 2005, 11:57
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:

Posted: 19 Dec 2005, 12:10
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.
Posted: 19 Dec 2005, 13:14
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.
Posted: 19 Dec 2005, 13:23
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
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
Posted: 19 Dec 2005, 13:42
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.
Posted: 19 Dec 2005, 13:56
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
Posted: 19 Dec 2005, 22:21
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
Posted: 19 Dec 2005, 22:33
by Pxtl
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.
Posted: 20 Dec 2005, 03:37
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
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

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