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| Weapon Modeling & Polycount http://www.runestorm.com/forums/viewtopic.php?f=6&t=41375 |
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| Author: | Dakatsu [ Sun Aug 19, 2007 6:08 pm ] |
| Post subject: | Weapon Modeling & Polycount |
I plan to work on a UT3 mod, assuming I am still interested in it, and other factors. Anyway, I am modeling a weapon for the mod, and I just wondered (from BW Creators or any modders): 1) What is the average polycount for a First Person weapon for BW/UT2004? 2) How much should I reduce for a Third Person weapon? 3) What would you recommed a good polycount for a good weapon in UT3? Thanks for any replies! EDIT: Also, I am using gmax 1.2, as I cannot afford 3dsmax or Maya. I plan on creating alot of these models, and then hand them over to a modeler & skinner. Gmax can export in p3d, can 3dsmax or Maya read/import .gmax or .p3d? |
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| Author: | James [ Sun Aug 19, 2007 8:13 pm ] |
| Post subject: | Weapon Modeling & Polycount |
For UT3, the poly count can be fairly high. some where in the thousands...... if your new at modeling and try to make high poly models you will probably just end up making a mess, aiming for lower poly and higher detail is the smarter way to go(rather than having a bunch of useless polys that take up space). my guess is the ut2004 weapons are 2 thousand polygons at the most, they are fairly simple and ugly....... RS can probably be of more help on this though. |
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| Author: | KylinRage [ Sun Aug 19, 2007 8:26 pm ] |
| Post subject: | Weapon Modeling & Polycount |
Before there was a picture of a Krall model, and I think the caption said somewhere around 20,000 polygons or something. I might have red it wrong, but I think that's a fair estimate. |
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| Author: | Captain Xavious [ Sun Aug 19, 2007 8:38 pm ] |
| Post subject: | Weapon Modeling & Polycount |
.p3d? I never heard of that before. I can't remember, but I don't think Maya or 3DS Max can import those, but there re probably some plugins for that somewhere out there. .obj is more or less a universal file type that most modeling programs can handle. .3ds is also a common file type too. If you can, look for a way to export them, there are probably all sorts of plugins for one of those for Gmax. An alternative program is Blender 3D. Completely free and comparable (and in many cases, better) than the best commercial 3D modeling programs out there. Only catch is that the interface is a little harder to get used to than most programs. |
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| Author: | James [ Sun Aug 19, 2007 8:50 pm ] |
| Post subject: | Weapon Modeling & Polycount |
[url=hyperlink url=http://www.wings3d.com]Wings3d[/url] for me blender was way to hard for me to get into
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| Author: | Dakatsu [ Sun Aug 19, 2007 9:20 pm ] |
| Post subject: | Weapon Modeling & Polycount |
Well I'll see what plug-ins I can find, hopefully they will be good. In terms of modelling talent, I have been modeling for at least 2 years, but it has been low poly (RTS game, 250-500 polygons for a tank.) My carbine weighs in at 935, which includes all but the magazine, barrel, and trigger guard. I just plan on getting the most of that engine, and I would want high poly models for it (although for my mod, it would be less than the average UT3, the mod is the large battlefield/lots of objects kind.) Runestorm team people please tell me your opinions please. |
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| Author: | James [ Sun Aug 19, 2007 9:29 pm ] |
| Post subject: | Weapon Modeling & Polycount |
in the world of modeling 936 polygons is low for a weapon model(well rifle). and theres a large difference between the amount in player models and objects(in this case your gun). low poly isnt bad, its just more simple. of course if your loading in lots of detail it will become high poly no matter what. |
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| Author: | ShadowBlade [ Mon Aug 20, 2007 4:48 am ] |
| Post subject: | Weapon Modeling & Polycount |
ok.. BW weapons: range from 1000 to about 6000 hands are an aditional 1400 polys
in UT3, i heard that player models will rnage from 5000 to 12000 polys.. i'll let you work out the best from there
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| Author: | Kaboodles [ Mon Aug 20, 2007 8:28 am ] |
| Post subject: | Weapon Modeling & Polycount |
I think most of the detail you see in the UT3 screenshots are from bump maps and normal maps and other crazy shit you put in the model's textures to add loads of detail. |
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| Author: | Bjossi [ Mon Aug 20, 2007 8:30 am ] |
| Post subject: | Weapon Modeling & Polycount |
Nah, bump maps are old and fake-looking tech. With the introduction of pixel shader 3.0, they will be using displacement maps instead I believe. |
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| Author: | KylinRage [ Mon Aug 20, 2007 11:36 am ] |
| Post subject: | Weapon Modeling & Polycount |
What about Parallax mapping? Is that primitive? |
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| Author: | Bjossi [ Mon Aug 20, 2007 11:43 am ] |
| Post subject: | Weapon Modeling & Polycount |
Well, they are called virtual displacement maps, but as far as I know the real displacement maps are the future. Just take a look at the wikipedia. |
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| Author: | Kaboodles [ Mon Aug 20, 2007 11:56 am ] |
| Post subject: | Weapon Modeling & Polycount |
KylinRage wrote: What about Parallax mapping? Is that primitive?
Didn't FEAR use something like that? I remember being confused at the bullet impact marks as they really looked like holes were dug into the wall, but they were textures. Neat effect. |
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| Author: | Bjossi [ Mon Aug 20, 2007 12:17 pm ] |
| Post subject: | Weapon Modeling & Polycount |
Though unrealistic holes when you consider the nature of the bullets you fire. . . |
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| Author: | Dakatsu [ Mon Aug 20, 2007 1:55 pm ] |
| Post subject: | Weapon Modeling & Polycount |
But I have just one question: http://www.unrealtechnology.com/html/te ... ue30.shtml If you scroll down to the character and the map, do I actually have to model a 1 million polygon character??? That currently just seems... excessive... |
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| Author: | Bjossi [ Mon Aug 20, 2007 2:04 pm ] |
| Post subject: | Weapon Modeling & Polycount |
Not for the in-game model, just to create very detailed mapping. The in-game model itself should be 50 times less polys, at least. |
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| Author: | James [ Mon Aug 20, 2007 2:22 pm ] |
| Post subject: | Weapon Modeling & Polycount |
Dakatsu wrote: But I have just one question:
http://www.unrealtechnology.com/html/te ... ue30.shtml If you scroll down to the character and the map, do I actually have to model a 1 million polygon character??? That currently just seems... excessive... that would be down right crazy
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| Author: | Dakatsu [ Mon Aug 20, 2007 2:51 pm ] |
| Post subject: | Weapon Modeling & Polycount |
So... what exactly is the 2,000,000 polygon model for? Is it for cutscenes? |
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| Author: | Bjossi [ Mon Aug 20, 2007 9:41 pm ] |
| Post subject: | Weapon Modeling & Polycount |
Let's assume that is the case. Unless the cutscenes are recorded video files, a 2 million poly model would kill the framerate, literally. That sort of polycount is only useful for rendering detailed mapping on a model, such as normal maps or light maps. The model itself would be no more than 10 - 20 thousand polys. |
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| Author: | Dakatsu [ Tue Aug 21, 2007 12:02 am ] |
| Post subject: | Weapon Modeling & Polycount |
I know I sound like a moron, but I am still confused. Is the 2,000,000 poly model used in the game at all, or for normal mapping/bump mapping? Essentialy would I need to model a 2 million poly model for anything in the gameplay, animations, visuals, etc. Sorry, I am just really confused, 3d modeling and texturing is not new to me, but bump mapping and normal mapping is a new concept to me. |
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| Author: | Bjossi [ Tue Aug 21, 2007 8:16 am ] |
| Post subject: | Weapon Modeling & Polycount |
As I said clearly above, such models are not used in the game. The immense polycount is just to make the bump maps/normal maps as detailed as possible. Then after those have been rendered, you dress the low-poly model with them. With lots of detail, you can make a 20 thousand poly model look like a 2 million poly one. |
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| Author: | ShadowBlade [ Wed Aug 22, 2007 4:18 am ] |
| Post subject: | Weapon Modeling & Polycount |
parallax is old.. everything these days is normal and bump maps.. games cant do displacement yet.. only render programs can so far
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| Author: | Bjossi [ Wed Aug 22, 2007 6:47 am ] |
| Post subject: | Weapon Modeling & Polycount |
Have you been living in a cave? With the introduction of Shader Model 4.0 in DirectX 10, displacement mapping is very possible and used, like in Bioshock, the best looking game in existence. |
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| Author: | ShadowBlade [ Thu Aug 23, 2007 1:46 pm ] |
| Post subject: | Weapon Modeling & Polycount |
oh well.. at least i learn how to make displacement maps in my cave
i'd like to see how the things look in this game at any rate
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| Author: | James [ Fri Aug 24, 2007 4:31 pm ] |
| Post subject: | Weapon Modeling & Polycount |
Bjossi wrote: Have you been living in a cave? With the introduction of Shader Model 4.0 in DirectX 10, displacement mapping is very possible and used, like in Bioshock, the best looking game in existence.
i've heard Gears of Wars has better graphics than bio shock.... or something, but hell im guessing bioshock has a much single player experience and looks as good if not better. |
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| Author: | Bjossi [ Fri Aug 24, 2007 6:48 pm ] |
| Post subject: | Weapon Modeling & Polycount |
The upcoming PC version of GoW will very likely look better than Bioshock, but the 360 version I doubt. And the reason for that is age difference; when two very talented developers create a game, it is always the age that will determine which game looks better. |
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