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3 Dimensional Chat / Lawn Mower (need crit)

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zenassem
21
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Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 7th May 2007 06:16
I'm going for a med poly Lawnmower. I have a couple of details to add. I would like to get some crit before I move on.

I just started modeling, but I want to get better as fast as I can. I have an art background so it helps a bit.

I still have to add:
cables, throttle control, engine parts/bolts, Bag grass/catch, decorative parts to the cowl, blades, & textures.








~ZenAssem

AaronG
18
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 7th May 2007 06:20
med poly? look at those bars!

zenassem
21
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Location: Long Island, NY
Posted: 7th May 2007 06:29 Edited at: 7th May 2007 06:31
I don't follow. Perhaps my idea of med poly differs from what is established. Right now my model has 7,555 poly's.

To me that's fairy med poly. High poly to me, means highly realistic production work. Med poly for games and main characters, somewhere aroun 6,000-15,000 poly's. But I could be wrong.

The mower is to be a pretty significant part of the game, so it needs to be good.

The bars are misleading from the picture. Those lines are all vertical, (the diamond look is just a result of the angle).
The bars for the most part have 36 segments 4 stacks to give them a rounded look, and to allow tapering. so each bar has 144 verts. Do you think that it's too much? Should I reduce it?

Shadow heart
17
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Joined: 2nd Dec 2006
Location: US
Posted: 7th May 2007 06:34
looks good, just needs some detail, abit.

to the ones thats trapped inside of you, this is it!!
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 7th May 2007 06:55
characters today are around 2000 polygons.
the highest home world ship is around 500.
warcraft 3 models are surprisingly low at around 150 - 350.

Here are some things to consider.
Does your games camera come that close to the model for it to have that level of quality.?
Can you redo parts that do not need that many polys but still look the same from a viewing distance.
Poles do not require that many subdivisions.
Imagine a pole thats 12 faces around but only 2 polys per vertical face.

||
||
||

Imagine this mini diagram as a pole
see how each vertical subdivision has broken it into 3 sets of 2 polys each for each face.
Only 2 polygons would be required for one face and no subdivisions.

While it is a good attempt at a model, you have probably learned a lot from it.
However the poly count is way too high for general gaming.
It will still work with higher end systems and probably wont show any ill effects until you start to get down to lower spec systems, or if you wanted say 10 mowers and 30 trees etc..

Always try to get the lowest polycount you can in any event.
Always consider the camera distance to your object and then ask yourself if the quality in that specific model is required to get the same result.

zenassem
21
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Location: Long Island, NY
Posted: 7th May 2007 10:18 Edited at: 7th May 2007 10:20
I was way off on my poly estimate. That helps me understand AaronG's comment.

This is exactly the type of crit I need.

I think I will finish this higher poly version, just to gain the experience. Then I'll aim to cut back.

I'm very new to doing 3D games and Modeling. So I don't have much reference for what will work and what will hog the system. The first few hours I was more concerned with orienting myself in 3D space, and Milkshape's interface and tools. I still have a long way to go, as I know I'm not using the app as efficiently as I probably could.

Now that I am getting comfortable with modeling I realize I can pretty much model anything I need (Just as I can draw well on paper). The hard part for me is trying to balance what is necessary amd what is overkill. Especially since I don't have much experience in texturing & shaders. So I'm constantly trying to figure out what I need to model, and what I can leave for texturing.

For instance, when I started this model I was planning on having a lot of the engine components done in the texture. But as I started going, and having fun, I began modeling stuff like the spark plug, the heat flanges etc..

So finding that balance, being efficient, and understanding how texturing will effect the overall look is something that I'll have to work out.
==============

SOME QUESTIONS

Q. Are there any links you know of, that I can read about on the topic of getting the most out of fewer polys?

Q. When modeling and animating for a 3D game, how do you decide what (specifically with animation) needs to be done real-time in the game, and which animations you keyframe animate, and just play in the actual game? (hope that makes sense)

=====

- Perhaps I can use a snapshot of the higher poly model for stacic representation for my game, and use the lower poly model for the real-time gameplay. For instance, I can use the high poly image for the lawnmower purchasing screen.

indi
22
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Location: Earth, Brisbane, Australia
Posted: 7th May 2007 11:21 Edited at: 7th May 2007 11:22
Quote: "I think I will finish this higher poly version, just to gain the experience. Then I'll aim to cut back."

no harm in that, in fact building one of each really helps your learning.


Quote: "Q. Are there any links you know of, that I can read about on the topic of getting the most out of fewer polys?"



there are many varied techniques you will adapt for specific circumstances.
If it helps, work up to organic modeling and a lot will reveal themselves.



Quote: "Q. When modeling and animating for a 3D game, how do you decide what (specifically with animation) needs to be done real-time in the game, and which animations you keyframe animate, and just play in the actual game? (hope that makes sense)"


That really depends on the dynamics and procedures of your games engine and player abilities.


Quote: "
- Perhaps I can use a snapshot of the higher poly model for stacic representation for my game, and use the lower poly model for the real-time gameplay. For instance, I can use the high poly image for the lawnmower purchasing screen.
"


yep and cut scenes as well as decals for the player like how many mowers he has left instead of player men as an example.

you will also notice that the more advanced modelers create a high res one and use that to generate the textures as well as the seams and folds in skin etc etc. on a low res one.

hessiess
17
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Location: pc!
Posted: 7th May 2007 21:39 Edited at: 7th May 2007 21:42
you are going for the cind of polycount used in renderd animations, but i would say that 5k should be fine on a modern computer. i think under 10k is lo poly 10k to 200k mediam and above 200k high poly. shouldent have any problem with 300k polys on screen at once on a new computer with good graphics card.

arnt ps3 modals 10 to 20k eatch?

did you use a refrance? the culender head looks wered, the carb also looks wered

learn blender, you will never regret it.
zenassem
21
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Location: Long Island, NY
Posted: 7th May 2007 21:54
I didn't really use a single reference of numerous angles. I did some things from my head (of my mower), and some images from one angle of a motor, and one from a lawnmower.

Here are the two pics I used for ref;







hessiess
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Posted: 7th May 2007 23:03
the top part of the engine needs more detail

learn blender, you will never regret it.
zenassem
21
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Location: Long Island, NY
Posted: 7th May 2007 23:20
@hessies
Yeah, I rushed the top together and that's the point that I started thinking that I would rely on textures to give more detail. But I think your right, and for the Higher Poly version I'll go back in there. Thanks!

hessiess
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Posted: 7th May 2007 23:28
half the clyander head is hidden by the top cover, this is wats maling it look wired. shouldent take mutch more polys to modal the engine in two peces, top cover, engine block

i know how thay are bult becose ive rebult engines, incloding a lawnmower engine!

learn blender, you will never regret it.

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