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anwserman
15
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Joined: 20th May 2011
Location: Wisconsin
Posted: 26th Jul 2012 07:52
Short topic, good discussion however!

When designing your models, how much 'deformation' is acceptable to you? I know this is a purely subjective, but I'm just wondering. My main characters are between 1,500 - 2,000 polygons, and at such a polygon level, there's going to be some glitching on the joints (no matter how well designed they are).

I'm specifically targeting mobile, and I know the smaller screen can 'hide' or minimize such blemishes. Any lone/small team developers care to share their thoughts?

Hi there. My name is Dug. I have just met you, and I love you.
Burning Feet Man
18
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Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 26th Jul 2012 09:53
Post some screenshots, a picture says a thousand words.

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TheComet
18
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Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 26th Jul 2012 09:55
It depends on what type of game you're making.

The RTS/RPG I'm currently working on (click my signature) is viewed from the top down, so there's never a case where you see characters up close. In this case I like to exaggerate the animation which does indeed lead to "distortions", as you describe it. Because the characters are viewed from the distance you don't actually see them unless you really look carefully. Exaggerated animations give a much better effect of "being alive" which is just what I want for this game.

If you're making, say, a 3rd person RPG, it's vital that the characters you make have as little distortions as possible in order to remain pleasing to the eye of the beholder.

TheComet

Pincho Paxton
23
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Joined: 8th Dec 2002
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Posted: 26th Jul 2012 13:46
With arms, and legs you should move most of the poly's to the joints. You have a lot of straightish lines after the joints.

anwserman
15
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Joined: 20th May 2011
Location: Wisconsin
Posted: 26th Jul 2012 14:24 Edited at: 26th Jul 2012 15:35
Here we go.



Model on the left is my ultra-low polygon (made of boxes) model that has 300 faces on it and like 180 vertices. The pic on the right shows the models that I'm aiming for, background pedestrian characters that basically jump out of the way when your near by.

Also, model on the left is designed for iPhone. Models on the right are for the 360 version of Jet Grind Radio. Admittedly, the face on my model scares me (right now), but the thing is: I have to make cuts somewhere in the sake of performance on the mobile platform.

(My original character meshes are about 1500-2000 polys. so it really isn't oo much an issue for deforming as I thought it would be)

EDIT: I threw that model together in like 20 minuts. Don't laugh

EDIT2: I found a public-domain model thats more realistic looking than my shoddy model, and just as low polygon - unfortunately, it deforms even more than what my model does. Ugh tradeoffs - this is why I dislike 3d programming lol

Hi there. My name is Dug. I have just met you, and I love you.
Pincho Paxton
23
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Posted: 26th Jul 2012 17:35 Edited at: 26th Jul 2012 17:39
Well, you should try to make something like the old PS1 Tomb Raider models. They were low poly, but looked OK.

http://sketchup.google.com/3dwarehouse/details?mid=b0736ef678e0cdc3cb17a7312167d2a4

Nabz_32x
17
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Joined: 25th Oct 2008
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Posted: 26th Jul 2012 18:38
try to make arms and legs out of segmentated cubes, or low poly cylinders, it looks less blocky and saves you some faces, the same can be done with the torso etc.

chafari
Valued Member
20
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Joined: 2nd May 2006
Location: Canary Islands
Posted: 26th Jul 2012 19:59
Hi there,
I prefer to use low poly models as when we play ,we don`t focus so much on the enemy but in the level details...perhaps not so low poly as yours.

In minecraft after playing half a minute we do not realize its objects being so square

We have to let high resolution for big projects

Nowadays the best games are not those with the best resolution, but the most fun.

Cheers.

I'm not a grumpy grandpa
kordman916
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Joined: 5th Oct 2007
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Posted: 8th Aug 2012 03:36
Jet set radio future!!

Asus N53Sn, Core i7 2.9ghz,
16 Gig DDR3 ram, Geforce 550M 2Gb

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