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3 Dimensional Chat / Wraps's WIP models:

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wrapscallion
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Posted: 3rd May 2010 03:32
This is a low poly sword,untextured right now, but with texture map made. Intended to be a mid-range sword for my dungeon crawler rpg.Made in Milkshape,426 polygons.
( yup, i see the edge problem in the pommel, will fix it tomorrow)

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Link102
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Posted: 3rd May 2010 23:30 Edited at: 3rd May 2010 23:31
you should look into smoothing groups

wrapscallion
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Posted: 4th May 2010 01:46 Edited at: 4th May 2010 01:51
Did you not notice the " WIP " part of the above statement?


And the problem with high poly stuff is.....the most popular games on Planet Earth .....( get ready for it) Do Not Use 'em!!!


World of Warcraft. Runescape. Farmville. Mafia Wars.

You'll never create a game if you concentrate too much on how highly detailed you can get a model.
JLMoondog
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Posted: 4th May 2010 02:16
...what?


wrapscallion
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Posted: 4th May 2010 02:59
I tend to ramble ( asperger's syndrome) sorry if it seemed rude, wasn't meant that way.
zeroSlave
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Posted: 4th May 2010 03:41 Edited at: 4th May 2010 03:44
Smoothing groups don't have anything to do with whether it is low or high poly. Take a look at the picture below (I googled "smoothing groups": )


It will help define the model you already have. No need to make it high poly. The model in the above pic are all the same with no additional polys.

Also, the artists behind the most popular graphically superior games on Earth do do everything they can within the limits they have. And smoothing groups is one technique they use.

That is a very nice sword. With a little surface touch ups like what Link102 suggested, it can look super fantastic!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.

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JLMoondog
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Posted: 4th May 2010 04:01
Only problem with that is x models don't carry over smooth groups and use the model's UV seams to determine them.


zeroSlave
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Posted: 4th May 2010 04:45 Edited at: 4th May 2010 04:46
Unless I am mistaken, if you export with panda and turn off mesh optimization, it will carry them over.

See attached.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.

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wrapscallion
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Posted: 4th May 2010 16:57 Edited at: 4th May 2010 17:08
So...use the panda( disney's game engine---correct?) exporter?



Thanks for explaining it to me...of all the forums I've been on....this is a first for me.


Note: I can only use Milkshape( registered) and freeware tools to do this with....


edit: oh....3dsmax.Sheesh. Maybe I can fire up gmax or blender .....?Or just load this ( attached , with a texture---need a better gold base tex, heh, and to lighten up the blade tex a bit)and hope for the best?

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zeroSlave
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Posted: 4th May 2010 17:05
I meant the Pandasoft Panda X Exporter for Max. I'm not sure about Milkshape. I think there are other users here that may be able to help you with that, though.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
JLMoondog
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Posted: 4th May 2010 18:13
CoughMist: What about with a proper UVmapped object? Pretty sure it uses the seams for it. Though I could be wrong, haven't used panda in almost 5 years.


Kira Vakaan
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Posted: 4th May 2010 18:57
The .x format stores separate information for both normals and UV coordinates, so exporting a UV mapped object shouldn't cause any problems. Also, smoothing groups should carry over assuming that Panda duplicates at least the vertices on the edges of the group (each vertex can have only one normal). I don't know how Panda works, but it would seem silly not to.

zeroSlave
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Posted: 4th May 2010 19:03
Ya, It works a charm! I'd post a pic of my monster in DBPro, but I'm at work...

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Asteric
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Posted: 4th May 2010 22:45
Wrap: I think you find that pretty much every game nowadays have high poly models, just not in the sense you may be thinking of. Most games now make 2 versions, a low poly, and a high poly, and the high poly is used to bake down extra detail onto a normal and AO map.

Quik
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Posted: 4th May 2010 23:17
and most games nowadays have about 10k polies PER CHARACTER, and sometimes more
for guns it it 5k+ =P


[Q]uik, Quiker than most
wrapscallion
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Posted: 5th May 2010 03:13
A few games use 10k characters....not most.Most are around 5k or less, with the method described above( high poly used for normal map and texture).

And most of those use less than 2500 per character.The most popular game on the planet---World of Warcraft----uses less than 1500 per player character.

But...that's not what I'm getting at here....I'm trying to maximize what I can do in FPSC.I'll be getting bullshock's stuff, and possibly project blue.

Just trying to find out that I can get away with in a .x model.
Quik
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Posted: 5th May 2010 08:39
Quote: "World of Warcraft"


might be because it is an MMORPG?>.> u cant have 5k+ per character in a popular mmorpg like that....

and iam pretty sure that games like bioshock, CoD and Crysis doesnt use 2500 and less polies per character. pretty sure it is 5-10k =P


[Q]uik, Quiker than most
JLMoondog
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Posted: 7th May 2010 09:13
Some games use two different models for ingame as well. One for gameplay and one for ingame cutscenes. If you ever get the chance to play ME2 on full graphic details you'll know what I mean. Some of the details they put in the characters are just insane.


Quik
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Posted: 7th May 2010 11:39
yes yes ofc they do=) just saying that many people are underestemating what a computer/engine acually can handle today =P


[Q]uik, Quiker than most
Gingerkid Jack
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Posted: 7th May 2010 19:37
Actually I remember reading somewhere that the characters in CoD4 were only like 2400 or something.

Gingerkid Jack - Aspiring Game Designer\3d Modeler
Quik
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Posted: 7th May 2010 20:03
thats sick... and very low

considering UT3 used 10k for only the guns.

and it is 2 years old now.


[Q]uik, Quiker than most

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