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3 Dimensional Chat / Are my models correct polycount-wise?

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DARKGuy
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Posted: 21st Jul 2005 17:08
Yeah, I took my project again (I'm never going to give up on it >.< and a friend told me I could bake lightmaps with 3DSMAX (but 6 is slow here... still gonna give it a try when I make some HD space for it) so I started to make my models in 3.

Here is what I'm basing them off (the original artist which I have permission from allowed me to use that scenery for my game), of course, the "textures" don't look like that, she just gave me the "geometry" as to say:


What I have done is this as for now:


And each bed's polys are 3292, close-up:


I wonder... am I doing good? can I reduce polys and still have good lightmapping results? what should I remove? it looks good so far? please state your opinions!


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DARKGuy
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Posted: 21st Jul 2005 17:14
Activating mailback... :/


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dark coder
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Posted: 21st Jul 2005 18:36
well if your game will be 2d, ie rendering sprites, then the polycount of the models doesnt matter, hell meshshmooth everything :p, although it will take longer to render you still want it to look as good as possible right


BenDstraw
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Posted: 21st Jul 2005 19:09
id say its a bit high but I guess its up to you on quality cause you wouldnt get low fps from high poly images lol

DARKGuy
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Posted: 22nd Jul 2005 01:19
Eh, no, the game's gonna be full 3D ... how could I make it to have less polys then?


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Megaton Cat
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Posted: 22nd Jul 2005 01:30
10K is waaaaaaaaaay to high for a room that size. Reduce the bed polygons to 500.


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DARKGuy
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Posted: 22nd Jul 2005 01:31
Wow, that much only takes the whole bed and 4 poles... but that gave me an idea, let's see what can I do


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Megaton Cat
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Posted: 22nd Jul 2005 01:32
3DS max is generally also a pain in the ass to use for level design and I would recommend something else. (The best possible level design combo you can get is Cshop for the mesh and Gile[s] for the lightmapping)


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DARKGuy
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Posted: 22nd Jul 2005 01:37
I have CShop and Gile[s] thanks to a friend who didn't wanted them but I can see why he didn't. They're both awesome but CShop is more for the basic stuff... and would end up with the same poly quantity, no? and it's hard to work on it with "complicated" meshes such as that one bed, I would haven't been able to do it in CShop, I tested Gile[s] before and it ran sloooooooooooow on my machine (reason why he gave it to me, his comp was worse back when he gave me it xD)so... kinda it's hard to use, I was thinking of 3DSMAX 'cause I could have more control of the polygons, what I could see and not see and such, and the lightmap baking was supossedly better as it also uses specular/bump/etc maps, so...


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Megaton Cat
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Posted: 22nd Jul 2005 02:05 Edited at: 22nd Jul 2005 02:09
Quote: "I have CShop and Gile[s] thanks to a friend who didn't wanted them but I can see why he didn't. They're both awesome but CShop is more for the basic stuff... and would end up with the same poly quantity, no?"


Cshop can be used for making crates, or the most complex of ship hulls. That bed would be a peice of cake to do in Cshop.

Quote: "and the lightmap baking was supossedly better as it also uses specular/bump/etc maps, so... "


Lightmap baking is horrible for anothing larger then one room. (Runs too slow/looks too ugly) Specular/bumpmapping is done within a game engine itself, and is immposible to do in 3DS MAX on a game level, then export to DBP.

If you can use the latest version of 3DS MAX, then I don't see why Gile[s] should run too slowly. If you mean it lightmaps slowly, then yes, it's supposed to do that.

EDIT: I'll take a shot at doing that room for you.


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DARKGuy
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Posted: 22nd Jul 2005 02:10
3DSMAX is kinda faster for me though, using software driver, CShop seems to use Direct3D or OpenGL and goes SLOOOOOW for me X_X... other thing is... one thing is that the program can run and other thing is that the program is actually fast enough to work with and not to have enough time to read a whole magazine for waiting the next frame to arrive xD. Here it runs AND lightmaps slowly, my comp isn't a wonder just like anyone else's here, and the 3DSMAX you see there in the screens is the 3, not 6


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Megaton Cat
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Posted: 22nd Jul 2005 02:25 Edited at: 22nd Jul 2005 02:25
My hasty attempt:




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DARKGuy
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Posted: 22nd Jul 2005 02:28
MAN!!!!! I mean, how in the hell you made that!?


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Megaton Cat
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Posted: 22nd Jul 2005 02:31
A 10 min job in Cshop. If I had some actual good textures, and more time, I could basiclly recreate the exact feel of that 2d room you posted.


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DARKGuy
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Posted: 22nd Jul 2005 02:35
Wow, that's awesome... looks like I'll have to learn more CShop, but it's still awesome.. you know how to use it vey good, how did you made the bed though??


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Megaton Cat
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Posted: 22nd Jul 2005 02:44 Edited at: 22nd Jul 2005 02:48
A closeup showing it's a mere jummble of cubes with hardly any detail put in on my end. A detailed bed would be very easy to make, if you put abit more time into it. If you like this stuff, visit my site's "3D art" section for actual completed Cshop levels.

(Maybe I can make a tutorial? Hmmm)



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DARKGuy
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Posted: 23rd Jul 2005 00:14
It would be awesome if you could make a tutorial, really I didn't knew complex things like those could be done in CShop and look that good... what's the polycount anyways?


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Megaton Cat
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Posted: 23rd Jul 2005 00:29
Total room Polygons of everything including the beds:

492


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DARKGuy
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Posted: 23rd Jul 2005 00:31
...ok, when is the first class? XD


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Megaton Cat
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Posted: 23rd Jul 2005 00:34
haha

I'm thinking of making a tutorial on how to create a Prision which will will explain all the basics of Cshop. Check my site for the update.


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DARKGuy
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Posted: 23rd Jul 2005 00:36
hehe okay! sure thing, will do

Other thing I've been wondering, in DBPro, how do one hides the parts of the scenery you don't want to show? (if the camera doesn't sees them) for example, if I'm in the left room I could hide the right one, but both need lightmapping and let's say they have it linked... how would it be done?


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BenDstraw
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Posted: 23rd Jul 2005 06:54
If you ever still use 3ds max for making objects and they turn out to high 3ds max has multiRes which reduces polygons.

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