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A challenge

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Dustor:
Hello!

((Sorry for making a topic. I want the answers clearly listed and me not having to search topics to find one answer. If these questions been answered, please post a link to them))

Okay I am an advance 3D modeler, with 3Ds Max. And I have a couple questions.

-How many polys can the Pc version of FFVII accept? Terrain and Character.
--Answered: A budget of each character 5k. On screen max polys 100k polys.

-What maps(diffuse,bump,light,alpha,normals, etc.) can the game accept?
--Answered: Diffuse and alpha only. Alpha can only use one color to have transparency.

-Map sizes
--Answered: Models should be in a multiple of 4. Always doubled from one another, 4, 8, 16, 32, 64, ect
(1024x1024)

-How will the new models replace the models with animation?
--Answered: Animation is divided to limbs for each file.

I am pretty good at copying styles from games and know about the legal issue of ripping models.
I challenge this concept with a similar style of models from other games.

Thank you,
Dustor.

Editing for info answered to first post

Timu Sumisu:
i'm not sure of the polycount limit, but it can handle probably upwards of 100k polies i think, shouldnt need more than 5kish per character though.

textures difuse only, if you want transparency they support palettes, assign one color to be transparent. as to animation, there is no mesh deformation, so you make a model for each "bone" (each of which is a file) and you replace chunk by chunk... if they are proportional, animation wont get too messed up.

Can ya post osme of yer work?

Dustor:

--- Quote from: timu sumisu on 2009-08-27 01:59:06 ---i'm not sure of the polycount limit, but it can handle probably upwards of 100k polies i think, shouldnt need more than 5kish per character though.

textures difuse only, if you want transparency they support palettes, assign one color to be transparent. as to animation, there is no mesh deformation, so you make a model for each "bone" (each of which is a file) and you replace chunk by chunk... if they are proportional, animation wont get too messed up.

Can ya post osme of yer work?


--- End quote ---



Thank You timu sumisu, for the quick response. I post my work on here with a model for the game soon after I get enough information in how to model them.

 I know a lot of Zbrush and 3ds max sculpting and bakeing textures as a diffuse after normal is applied.

The animation you describe as limbs being exported as parts? Legs, Arms, body, head? It isn't an issue right now since it will be easy to just detach it before texturing.

proportional as in symmetry? If so, than it won't be an issue.

Thank you.

Timu Sumisu:
proportional as in the peices you make are the same size as the originals :P

any of your previous works you can see?

Dustor:
Hmm last question.

How big are the texture size?

edit: What model should I do first?  :-P

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