Sel
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RE: [Model] Cannon
(12-20-2010, 08:03 PM)Tottel Wrote: You eh.. have a low-poly version as well, right? :>
Naturally, it LoD's from 11450 Tris
Down to 5k
Followed by 3k
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12-22-2010, 05:25 PM |
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DIGI Byte
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RE: [Model] Cannon
might wanna bump it lower, a high quality humanoid character is about 4-6k
try and pump it down to 1-3k average no higher then 3.5k
its just a cannon
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12-22-2010, 09:22 PM |
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Sel
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RE: [Model] Cannon
(12-22-2010, 09:22 PM)DIGI Byte Wrote: might wanna bump it lower, a high quality humanoid character is about 4-6k
try and pump it down to 1-3k average no higher then 3.5k
its just a cannon
I wasn't planning on using the tf2 model for this. A significant amount of the detail can be sacrificed easily with the improved normal mapping and dark environments amnesia offers.
However, your comparison is almost totally unrelated. They used 4-6k on monsters that you're discouraged from even looking at (blur, sanity loss, etc), meanwhile this would be more of a central set piece, and not a character model.
I'm going to continue sifting through the game assets to find what a proper budget would be, but until then, considering there haven't been many (if any?) serious models developed specifically for Amnesia yet by the community it's a little early for any budgets to be set in stone. Just saying.
Also somehow I don't think I'm going to use the 3k model.
http://dl.dropbox.com/u/3332789/3klolol.jpg
(This post was last modified: 12-22-2010, 10:10 PM by Sel.)
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12-22-2010, 10:08 PM |
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Tottel
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RE: [Model] Cannon
Ok well, a Half-life 2 player character is about 4-5K; better reference?
Your model will drain some performance and that would be ok for a big model that fills the room and drains all the attention to it. But a mapper will probably place multiple cannons and they are not *that* huge.
As you said, put more detail in the textures and less in the models. You can make a perfect normal map from that high-poly model.
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12-23-2010, 12:04 AM |
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Sel
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RE: [Model] Cannon
(12-23-2010, 12:04 AM)Tottel Wrote: Ok well, a Half-life 2 player character is about 4-5K; better reference?
Not really, considering hl2 is from 2004, and we're just about in 2011 now.
(12-23-2010, 12:04 AM)Tottel Wrote: Your model will drain some performance and that would be ok for a big model that fills the room and drains all the attention to it. But a mapper will probably place multiple cannons and they are not *that* huge.
I was intending this as an indoor centerpiece object, I'm not exactly sure what use any mapper would have for multiple cannons, since they'd generally be outdoors, and that's something amnesia doesn't really handle very well.
I'm not quite sure what the big fuss is here, it's not uncommon for simple models to be over 10k tris now, does amnesia have some sort of trouble rendering static meshes that I don't know about :?
Don't get me wrong, I have every intention of optimizing this as best I can for this engine, it's just currently, there isn't anything to compare it to as far as props that already exist, so until I have a chance to mess around in the engine a fair bit there's really no way to determine a proper budget for this kind of object in Amnesia.
(This post was last modified: 12-23-2010, 12:48 AM by Sel.)
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12-23-2010, 12:36 AM |
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DIGI Byte
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RE: [Model] Cannon
its just a general rule for optimization
amnesia can handle high poly counts, but you'll be an idiot to upload a cannon with over 4k poly's even for a center piece, its just stupid... be practical and optimise to a point when you know its able to retain 95% detail
you need to use common sense when modeling for games...
and in the altered words of Black Jack
"Be kind, Optimise."
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12-26-2010, 05:16 AM |
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Sel
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RE: [Model] Cannon
(12-26-2010, 05:16 AM)DIGI Byte Wrote: its just a general rule for optimization
amnesia can handle high poly counts, but you'll be an idiot to upload a cannon with over 4k poly's even for a center piece, its just stupid... be practical and optimise to a point when you know its able to retain 95% detail
you need to use common sense when modeling for games...
and in the altered words of Black Jack
"Be kind, Optimise."
Hi since you don't seem to have your facts straight at all. The usual budget for a large centerpiece in the games industry today is 20k - 40K triangles though that doesn't mean the whole budget is going to be used. Meanwhile First person weapons are usually 10k, vehicles are usually 15K. This is going to end up at 5.5K when it's not LoD'd
I'm not sure where you're pulling your numbers, but they sound like the restrictions that would have been in place. When I Was developing levels and assets for halo, 4 years ago.
Sources.
http://www.ilyanedyal.com/
http://www.teamfortress.com/contribute/tips.php
http://www.incrysis.com/forums/viewtopic.php?id=26036
If you really expect me to develop like it's 2000 when it comes to my assets (and in turn make them look unacceptably bad you're in for a surprise :S)
(This post was last modified: 12-26-2010, 08:09 PM by Sel.)
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12-26-2010, 07:05 PM |
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Sel
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RE: [Model] Cannon
Alright so the mesh is sitting on 0,0,0 in max and ends up around -20 -20 -50 in the model viewer.
Units are set to meters, the textures and material are configured correctly.
http://wiki.frictionalgames.com/hpl2/tut...loutsource
Following that, but the tutorial is written pretty poorly so :/
what does that even mean
anyway, any ideas.
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12-27-2010, 06:01 PM |
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ModManDann
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RE: [Model] Cannon
When this is finished, may I use this in my mod?
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12-27-2010, 06:58 PM |
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xiphirx
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RE: [Model] Cannon
hm... I've never had that happen to me when I export from maya...
Make sure you set the correct options in the exporter.
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12-27-2010, 09:43 PM |
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