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Topic: Poly count? (Read 725 times)
Eman
Bondsman
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Posts: 2
Poly count?
«
on:
April 26, 2008, 09:55:35 PM »
For one of my MA266(Intermediate 3-D Modeling) projects i deiced i would model a tank or such from the battletech universe, probably a Partisan.
and was wondering whats the low Poly count goal on your vehicle models, what you normally hit on the high poly model.
Thanks~
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Defender
I like Shiny Things.
MWLL DEV
Star Captain
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Re: Poly count?
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Reply #1 on:
April 26, 2008, 11:09:00 PM »
6-10k Low-Med Game Poly
15k+ High Poly for Maps.
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Sturmadler
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Posts: 90
3rd RCT - Star League Armed Forces
Re: Poly count?
«
Reply #2 on:
May 09, 2008, 02:37:05 PM »
How are you modelers handling the issue of connecting rounder sections of an object to boxier sections?
Boolean Union/Difference? I find the resulting edge-geometry from this method is often clumsy or asymmetrical.
Are you using NURBS? I should expect not since mechs are not very organic.
I have considered creating 2 separate objects and using the "attach" tool under Edit Poly, and then simply aligning the 2 pieces appropriately. This of course results in surfaces underneath protruding geometry, but the underlying surface is usually only a single polygon. Are there rigging/lighting problems with this solution?
Finally, the only other possible I can imagine is to hand adjust/cut/weld all the pieces exactly where you want them, more time consuming, but ultimately the most precise method. The only problem is a relatively high-poly budget for the flat/boxy surface.
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"To achieve this major project goal, we feel more time is needed." - And all the Whos down in Whoville cried "boo-hoo"
ToeBall
Code Monkey One
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Re: Poly count?
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Reply #3 on:
May 09, 2008, 02:44:46 PM »
Well, I've got a 14.1 million polly puma I'm trying to re-render but my computer is handling it at 1/8 fps.
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Defender
I like Shiny Things.
MWLL DEV
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Re: Poly count?
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Reply #4 on:
May 09, 2008, 02:45:14 PM »
I do whatever needs be done to get the effect I'm going for.
Entirely depends on the model, and the modeler as to which technique suits them best.
I usually start out with a Boxes and Cylinders (basic primitives), then I block out the frame from there attempting to hash out proportion. Detailing usually entails extruding and inserting edge loops where need-be, and from there hand sculpting each vertex into the position I so desire. Everything that will be moving, is a separate piece of geometry. I model things as they would be IRL, and refine after, while keeping my main polycap in mind the whole time. I only add geometry where it needs to be and I never use Smooth Modifiers and I never use Booleans.
I model in Maya tho, so everyone's workflow is different from artist to artist, software to software.
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Eman
Bondsman
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Re: Poly count?
«
Reply #5 on:
May 12, 2008, 01:15:22 AM »
Quote from: Sturmadler on May 09, 2008, 02:37:05 PM
How are you modelers handling the issue of connecting rounder sections of an object to boxier sections?
Boolean Union/Difference? I find the resulting edge-geometry from this method is often clumsy or asymmetrical.
Are you using NURBS? I should expect not since mechs are not very organic.
I have considered creating 2 separate objects and using the "attach" tool under Edit Poly, and then simply aligning the 2 pieces appropriately. This of course results in surfaces underneath protruding geometry, but the underlying surface is usually only a single polygon. Are there rigging/lighting problems with this solution?
Finally, the only other possible I can imagine is to hand adjust/cut/weld all the pieces exactly where you want them, more time consuming, but ultimately the most precise method. The only problem is a relatively high-poly budget for the flat/boxy surface.
O.o boolean is evil, maybe more than interactive creation. NURBS wouldnt run well on any game engine.
have to be careful with attaching two object, like you said you can end up with overlaping polys and backwards face normals.
best thing to do is to start with a box or a single poly and using extrude tool and apendapoly, best way to keep good poly flow and keep your model made out of all quads.
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Sturmadler
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Posts: 90
3rd RCT - Star League Armed Forces
Re: Poly count?
«
Reply #6 on:
May 12, 2008, 08:41:38 AM »
OK, let me reframe my question then. How would the Catapult's missile pods be attached to the cylinders supporting them in 3ds Max 7, without using Boolean, and without any hidden/inverted faces?
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"To achieve this major project goal, we feel more time is needed." - And all the Whos down in Whoville cried "boo-hoo"
ToeBall
Code Monkey One
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Re: Poly count?
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Reply #7 on:
May 12, 2008, 08:51:34 AM »
Ideally, we'd attach them with bones so we can change them in game as the loadout changes.
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Sturmadler
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Posts: 90
3rd RCT - Star League Armed Forces
Re: Poly count?
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Reply #8 on:
May 12, 2008, 09:25:52 AM »
So the missile pods are separate objects altogether? You simply have them clipping through the cylinders?
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"To achieve this major project goal, we feel more time is needed." - And all the Whos down in Whoville cried "boo-hoo"
ToeBall
Code Monkey One
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Re: Poly count?
«
Reply #9 on:
May 12, 2008, 09:44:50 AM »
Actually, the cylinders are part of the pod and clip slightly through the mech, but essentially, that's probably about right. I'm not a modeler, but rather a programmer. Honestly the extent of my skills with 3DS includes rotating models and merging scenes for rendering.
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Defender
I like Shiny Things.
MWLL DEV
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Re: Poly count?
«
Reply #10 on:
May 12, 2008, 10:24:32 AM »
Quote from: Sturmadler on May 12, 2008, 09:25:52 AM
So the missile pods are separate objects altogether? You simply have them clipping through the cylinders?
There are many ways to cut holes in meshes.
Booleans are just a sloppy shortcut that most of the time require excessive cleanup.
Example of how I went about making some holes for the missiles:
Take a Cube-Shaped Missile Rack for example. Cubes are not very cylindrical so to create a cylindrical surface within a cubed surface I'd extrude the inset face for the racks, then divide that extrusion with edge loops to create enough loops for the holes, then I'd delete the faces for the holes, insert a more loops to create circular definition, then triangulate the edges to keep it clean and low-poly while retaining surface definition.
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ToeBall
Code Monkey One
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Re: Poly count?
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Reply #11 on:
May 12, 2008, 11:36:53 AM »
I'll have to get you to show me that.
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PanzerBoxb
Captain Cheese™
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Re: Poly count?
«
Reply #12 on:
May 12, 2008, 12:22:44 PM »
I'd love to see a quick demo video of that technique.
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Defender
I like Shiny Things.
MWLL DEV
Star Captain
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Posts: 995
Re: Poly count?
«
Reply #13 on:
May 12, 2008, 12:37:33 PM »
This is the best I can do right now, I'm at work.
It only took about 5min or so for this visual illustration.
Examples are as follows:
- Far Right; Simple Technique, Optimized. 42 polys, 76 tris
- Middle; Advanced Technique, Optimized. 196 polys, 376 tris
- Far Left; Advanced Technique, Unoptimized. 392 polys, 784 tris
"Advanced" doesn't mean complex, or complicated. I was speaking more in like with repeating the simple design, multiple times. This is just a quick example, I could do further optimizations if necessary. Toeball, I'll show you in person later.
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Last Edit: May 12, 2008, 12:39:34 PM by Defender
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