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3 Dimensional Chat / Hospital Gurney Model

Author
Message
James Kravenwolf
16
Years of Service
User Offline
Joined: 22nd Nov 2008
Location: Ohio
Posted: 12th Jan 2009 10:29 Edited at: 13th Jan 2009 06:18
Hello to everyone. This is my first actual post, that doesn't involve a question about FPS Creator directly. I've been learning how to use Blender over the past few months with hopes to add my own models to the game I'm working on in FPS Creator. Big shock, it's going to be a survival horror if I can manage to see the project through. (Hey, everybody has to make at least one horror game on here to be taken seriously, right? ) I'm actually creating this game as a 'test' to see where my current level of skill lies in level design. I want to learn as much as I can without the expenses of college, and so far, I think I'm doing alright.

Here is my model created in Blender:

Time
1.5 hours
Polygons
2,494
Textured
temporary textures applied










The texture map is temporary. I usually see what the colors of the textures will look like together on the model before I spend the time touching up those textures, making them seamless, and unwrapping the model properly. The light map will be applied later as well. And, no. Currently, there isn't a texture for the wheels. I'm having difficulty finding a black rubber texture to edit. But, by the end of the week, I should have a picture or two posted of the finished model properly unwrapped over 1024 textures with baked lighting.

I'm looking for any constructive critisism.


-Kravenwolf
Frap
User Banned
Posted: 12th Jan 2009 10:44
You might want to simplify your mesh a little. 2500 polys is quite high for a prop model especially FPS. The wheels on your trolley could be reduced quite a bit. Try having a look around your model to see what polys can be removed so you dont bring your game to a crawl.

Also should the head area be raised a little and should there be rails at the side to stop people rolling off. I might be wrong on this though.

Other than that its really quite nice.

I give ip with thos baner fing as it never seems to work for me. I woll now stop wasting mu time.
James Kravenwolf
16
Years of Service
User Offline
Joined: 22nd Nov 2008
Location: Ohio
Posted: 12th Jan 2009 10:50 Edited at: 12th Jan 2009 10:52
Thanks Frap. Well, the gurney picture that I modeled this after did not have the raised bed, or rails. I figured that it would be best to go with this for my first project in Blender due to the simplicity, and also to keep the poly count a little lower by keeping the side rails off the model. The wheel cylinders have 20 sides, I tried 10, but they came out as square.

In regards to the lower poly count issue, this did concern me. The model has 1,500 faces as quads, but 2,500 when converted into triangles (I wans't sure which is the accurate measurement for FPSC between the two). If FPSC goes by quad to count polygons, then I should be fine. But either way, I've been messing around with the polygon reducer in Blender. If I can get it to look right, it should get rid of about 50% of the polygons in the model without messing up its appearance.
Frap
User Banned
Posted: 12th Jan 2009 10:54
You could remove all the faces that face the floor as a way of reducing the polycount as long as it isnt going to be knocked over.

If you can post a wireframe I might be able to see some areas that we could reduce.

I give ip with thos baner fing as it never seems to work for me. I woll now stop wasting mu time.
James Kravenwolf
16
Years of Service
User Offline
Joined: 22nd Nov 2008
Location: Ohio
Posted: 12th Jan 2009 10:58 Edited at: 12th Jan 2009 11:04
I updated the pictures and added the wireframe. I did actually want to make this object one that could be either knocked over (entity), or static. And I did erase the verticies where the cylinders meet--which got rid of about 50 polys altogether. Other than that, unfortunately the model is still high in polycount.

*edit*

The only other option I saw for this was to remake the model entirely, only this time, use cylinders with a lower amount of sides for the tubing. The cylinders currently in use have 10 sides. If I used a 6-sided cylinder, it would reduce the polycount, but unfortunately the quality of the model would go with that. I don't want to have any models in the game that render rough around the edges. However, I don't want to have models that have too many polygons, and drastically lower the framerate.
Frap
User Banned
Posted: 12th Jan 2009 11:09
To be honest I would loose the two rails that support the two flat surfaces and suffer a bit of nickling on the wheels and rails and then put a lot of attention into the texture to disguise the fact that the wheels aren`t exactly round.

Dont forget that this is going into a game enviroment and this is a prop model so no one unless they are really bored is going to look that closely at the model in game. Its no good having absolutly blindingly good high poly models if the game runs at a snails pace so sometimes you have to compromise.

Just my opinion.

I give ip with thos baner fing as it never seems to work for me. I woll now stop wasting mu time.
James Kravenwolf
16
Years of Service
User Offline
Joined: 22nd Nov 2008
Location: Ohio
Posted: 12th Jan 2009 11:21 Edited at: 12th Jan 2009 11:29
Appreciate the help, Fraps. And you answered my question of what constitutes of 'too many' polygons for one object. I just messed around with the polygon reducer tool in Blender and it reduced the polycount down from 2,494 to 1,869.

This is a screenshot of the 2,494 model:



And here is the reduced 1,869 screen:



And finally, this is the even more reduced 1,246 version.



I like your idea about texturing to mask the seams. I may reduce the count on the wheels as you suggested and try rounding them out with a texture. Appreciate the feedback, and thanks for the help!

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