Author Topic: Costa07's Models  (Read 50313 times)

pyrozen

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Re: Costa07's Models
« Reply #25 on: 2009-10-18 23:38:31 »
i'd go 1/4 of what you have now, in all the pictures the lower deck seems to sit very close to the body of the aircraft.  Looks very promising!!

lee

Costa07

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Re: Costa07's Models
« Reply #26 on: 2009-10-19 09:23:07 »
Ok any clue on what the poly count limit is anybody know?

Borde

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Re: Costa07's Models
« Reply #27 on: 2009-10-19 13:44:35 »
There isn't a polycount limit. You can stuff there as many as you want. Of course using too many polygons will slow down the game. And could cause memory problems also.

Well, actually, there IS a limit. It's just it's sensless to reach such boundaries. Due to the data types used to reference vertices, polygons, etc. You can "only" have as much as 2^16 vertices, polygons, etc. And in fact Kimera wouldn't be able to handle more than 2^15 due to the inability of VB6 to handle unsigned data types.
« Last Edit: 2009-10-21 01:06:43 by Borde »

Costa07

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Re: Costa07's Models
« Reply #28 on: 2009-10-19 17:13:41 »
Ok thank you for clearing that up for me borde

Costa07

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Re: Costa07's Models
« Reply #29 on: 2009-10-20 21:30:08 »
UPDATED MODELS
[/u][/i][/b]

HIGHWIND

Video:
http://www.youtube.com/watch?v=NodQpmVavPE

Pics:





HIGHWIND TRANSFORMED

Video:
http://www.youtube.com/watch?v=euu6fj_6LvQ

Pics:




Satoh

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Re: Costa07's Models
« Reply #30 on: 2009-10-20 21:38:30 »
Judging by the relative size of the on screen model, and the slowdown factor...

I'd say 750-1000 polys isn't too high. It might be excessive, but it would still be within the technical OK area.

You really shouldn't need that many if you're an efficient modeler.

Costa07

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Re: Costa07's Models
« Reply #31 on: 2009-10-20 22:22:41 »
The poly count so far is 

6982 for the transformed and

13958 for the normal model but i still need to get rid of some unnecessary poly that are not needed.


Hellbringer616

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Re: Costa07's Models
« Reply #32 on: 2009-10-20 22:56:52 »
Wow.. I think Timu's whole Barret model is half the amount of polys as the transformed one

Aali

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Re: Costa07's Models
« Reply #33 on: 2009-10-20 23:04:20 »
Don't forget the hard limit of 65536 vertices per group. You could just split it into several groups of course but I'm not sure Kimera can do that automatically.

squallff8

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Re: Costa07's Models
« Reply #34 on: 2009-10-20 23:05:45 »
I think low deck is still far from the body and propellers suppose to be fatter :|

pyrozen

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Re: Costa07's Models
« Reply #35 on: 2009-10-20 23:34:30 »
one thing i noticed is that inside the engines, you have modeled the individual blades.  Get rid of them and make it a flat face, the textures will do more than enough to simulate those.  Also, it would be a PITA to have to work with a mesh for those, when one big texture will work just fine.  That should cut down on the poly count quite a bit.

and +1 for moving the deck a bit closer to the body.

also, you might want to use the original game model to line up your engines and such.  I don't think you can move the fire and wind sheer that comes off of the original, and it'll look very wierd if they dont line up perfectly(or close).
lee

Satoh

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Re: Costa07's Models
« Reply #36 on: 2009-10-21 00:09:17 »
You'll never see the effect of that many polys in the game...

12 is about the most divisions you need to make a cylinder look round at that size. 8 would likely suffice, and most games from the PS2 era used 6...

If you weren't using blender I'd suggest using the Reduce function... Regardless... your model is pointlessly over-round.

Borde

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Re: Costa07's Models
« Reply #37 on: 2009-10-21 01:14:00 »
Don't forget the hard limit of 65536 vertices per group. You could just split it into several groups of course but I'm not sure Kimera can do that automatically.

True, I was wrong about the vertex indices data type. And no, the currently released Kimera can't even load 3Ds files so there is not much it can do right now about the vertex limit :-P

halkun

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Re: Costa07's Models
« Reply #38 on: 2009-10-21 04:23:35 »
looking at the model in context, you should have a polygon budget of about 600 polys. 800 would be pushing it.

You gain nothing with thousands of polygons.

Satoh

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Re: Costa07's Models
« Reply #39 on: 2009-10-21 04:51:45 »
Just remember this.

A good texture can sometimes make up for a bad model, but a good model will always look bad with a bad texture.


The trick is to get the model as small as possible and make up for as much as you can through textures. Once you get it looking OK, if you have more polygons in the budget you can use them to make the model look better, but you should always shoot for efficiency over shear beauty.

Your model has more polygons for less effect than an entire player model for an average Xbox 360 or PS3 model. (They carry a 6k to 10k average depending on size-on-screen and company)

An average PS2 model is generally under 4k with quite a few being within tens of 2500.


I entirely agree with what halkun said, I said 1000 before, but I also said it was excessive. Do remember that the entire Highwind is only about 3-4 inches or less on an average sized monitor, and not much bigger on the larger ones.


Try looking at the model from a distance and see if you can count the individual polygons... In the majority of cases, you should be able to count the polygons when looking at the on-screen size of the model. (Few exceptions include highly detailed areas like character faces and hands, or joints that need to move fluidly.)


Again, round areas at your size, I'd suggest no more than 8 radial divisions.


Also, the more polys you have, the more difficult the model is to work on.

Costa07

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Re: Costa07's Models
« Reply #40 on: 2009-10-21 20:16:13 »
OK figured out my problem i was using the default 32 division cylinders and shapes. Most of all the poly are not even close to being needed my flats surfaces on the ship has like 12 polys which is not needed

Costa07

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Re: Costa07's Models
« Reply #41 on: 2009-10-22 21:16:20 »
Ok so i got the un transformed model done agian  :-P  This time the poly count is 767 but i still get rid of some unneeded polys that you cants see do to other polys in the way. So the take of a off a lil of the poly number i just posted. Its still the same general model i made before just with less detail same shape and form. and i compared it to the original models mesh to get the right size of thing as good as possible.

EDIT: The transformed model now has 674 polys
« Last Edit: 2009-10-22 22:39:46 by Costa07 »

death_gigas

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Re: Costa07's Models
« Reply #42 on: 2009-10-22 22:59:36 »
cool good work

CloudyWolf

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Re: Costa07's Models
« Reply #43 on: 2009-10-23 20:47:20 »
screenies please... i want to see how it looks after reducing that much polygons...  :-) take your time though, i'm not demanding here...

Costa07

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Re: Costa07's Models
« Reply #44 on: 2009-11-03 14:29:45 »
Ok now with a poly count in the 700 and it texture here is how it looks but cant seem to get it to convert so it can go in game. I been working for a while just to finish it and now about a day to get it in game but its not working with me here sorry blender  :-P

here some pics and video of it texture and finished.

PICS:





VIDEO:
http://www.youtube.com/watch?v=RsscgCsnQ1U

Izban

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Re: Costa07's Models
« Reply #45 on: 2009-11-04 06:31:30 »
quick question are you only doing pre-disc 3 or are you doing disc 3 highwind

it looks good, rather acurate too, all i can think of that needs a little bit of impovement is the texture.

A noticable improvement on the original

Costa07

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Re: Costa07's Models
« Reply #46 on: 2009-11-04 11:10:36 »
Thats the original highwind before its transformed i have the transformed model done just not textured yet. I'm a noob at texturing so i still need to improve on my skills there. Blender doesn't seem to export the 3ds file right like if it don't export the UV coordinates right

Grimmy

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Re: Costa07's Models
« Reply #47 on: 2009-11-04 22:38:31 »
You can export an .obj from blender, then use milkshape or wings3d to import the .obj and export a .3ds and the uv should be okay. You can also use biturn to convert the .obj to .3ds, but the uv will most likely corrupt and some polies will be flipped.

Costa07

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Re: Costa07's Models
« Reply #48 on: 2009-11-05 13:31:20 »
Ok so converting them with milkshape works but when i open it with p creator and and open the bitmap it all looks right just got to flip the y axis. But when i save it as a .p file then look at it with kimera its just all white with no texture with it any clue?

EDIT:  funny story seems i forgot to edit the rsd file to a sign the textures :-P . But im about to crash i'll finish my work later.
« Last Edit: 2009-11-05 14:39:16 by Costa07 »

Hellbringer616

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Re: Costa07's Models
« Reply #49 on: 2009-11-05 17:36:11 »
If you are using anything other then the default 8 bit textures i don't believe Kimera will show them and they come up white.

Also fantastic work on the model. Though i think the texture could use some more work. Though i SUCK at texturing so i can't really talk there :-P