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tournamentdan

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Everything posted by tournamentdan

  1. Well I have been able to work a couple more hours this week on my characters. I seem to be all over the board when it comes to work flow. A little here a little there. The base mesh for the body is done and with hair weighs in at 4,620 triangles. I am happy with the detail with the normal maps although the one on the mesh right now can be unwrapped better to get rid of the bad pixelation around the eyes and mouth. I just threw it together to test. The high poly character is around 55,000 triangles and is only good for making texture maps and cinematic scenes. I was thinking of using this base mesh for the top LOD, but since I was able to cut the polys down I think I will add one more LOD higher and place a higher poly head(around 5,000) on the base mesh body so in the future maybe play around with facial animation in game. Below in the first pic is the low poly base mesh on the left and high poly head on right. I know you can see the scalp between the hairs and I plan to just place a material the same color of the hair on the scalp cap. Next one The low poly has no normal map so you can see the difference. Any comments questions are welcome. EDIT: forgot wire frame pics http://leadwerks.com/werkspace/uploads/1305046483/gallery_570_95_58848.png http://leadwerks.com/werkspace/uploads/1305046483/gallery_570_95_266193.png
  2. I will have to agree here. Like Josh has stated before. Sony can be picky on who they give a license to, but I am sure they are like everybody else and like to make money. If you make a kick bum game for the PC I am sure they will jump on the band wagon.
  3. Thanks pixel, I imagined more bones in the face. So that will take some tinkering with. Thanks again Everybody.
  4. What kind of format is the animation? Is there any way I can see a pic of the rig. I can not find to many good examples.
  5. Is it possible to animate a face in game or would if be to much and bog down the engine. Around 8500 triangles for the face and 3700 for the rest of body.
  6. How about xbox. I think I remember a maybe there also.
  7. Thanks again Pixel. I have been out of modeling for quite a while so I am relearning and a lot is mostly new . I was thinking of weighing all cloths seperate and seeing if I could parent to the body mesh. Not sure if it can work that way but I was going to give it a try.
  8. Thanks for the reply Pixel. I sorry I guess I was not explaining myself to well. What I am wondering is can I create a character say 20,000 polys and then place a 200 poly shirt and pants on it. Would that reduce the amount of polys renered in engine. Or will it render both at 20,200
  9. Hey Pixel, thanks for the kind words. I am going to animate myself but was also thinking about How about my question about rendering polys. Would you know anything about that?
  10. Great job on the falls,river and terrain. I like the pond scene with the mountain in the back round. Can't wait to see more.
  11. I was able to get a couple hours this week to model and finished up the hair for the top two in game LOD. Which I hope will be good enough for the cinematic model. I looked all around to find a good example of low poly hair and came across the uncharted2 characters. I think that game has the best hair for all games so far. I was able to find a wire frame of the model on a zbrush forum and was very surprised of the info that the artist shared. The main character in the game(Drake) is at a poly count of 37k through out the whole game. There was no LOD's for drake since it was third person game. I had not realized games have gotten that high yet. For characters at least. Here is a link to that forum. I still have to finish the feet but I can not decide to either model the toes or leave it up to normal maps for the detail. Feel free to give an opinion on this. I also still do not know. I have asked this question before and did not really get an answer. I am used to modeling to make 2d pics so I do not know how the engine renders the models. My question is about how it renders the polys. I am wonder if I can create a high poly human mesh and then cover it with low poly cloths? Will that cut down on the poly count rendered? Edit: So far with hair, poly count is at 6,128 and I am more than confident that I will get all the detail I need with the normal maps. Here is the base mesh that I will attach all the normal maps for detail. And pic of the high poly for cinematics.
  12. Now, now people. Let's not get lumooja fired up or there may be a nother 3,000 word post on weather there is or is not a sausage in his fridge.
  13. I know that you can determine the LOD (level of detail) with distance from camera. But what I was wondering what if you want alot of characters in a level. Imagine a crowd of zombies chasing you. They may all fall in your highest LOD and slow the fps. Can you now or maybe in Le3 would it be possible if there were 30 characters in camera view, all 30 may be in the range of your highest LOD but instead only make the closest 10 characters high LOD and the other 20 low LOD.
  14. Thanks for the link. It is nice to compare. I think I am happy with the amount that I have. I guess the character will be around 7000 polys when I get done with the hair. Which will be the top LOD.
  15. Actually I think this simulation is dead on. If you notice in the short vid it is not a ocean or a lake or a pond, but a square box holding the water. Last time I was in a swimming pool and someone did a cannon ball the waves were bouncing off the walls in every direction much like the video. As if those two balls were dropped in the water creating the chop in the water.
  16. I thought 5700 polys was good for a game character. This number is not quads. Edit: I know this low poly head is not modeled the conventional way, but I did it this way since there will be no animation with the low poly. This is my high poly head for cut scenes. http://leadwerks.com/werkspace/uploads/1285840615/gallery_570_95_165992.png
  17. Hey all, I have started working on some of my models again. I just retopo the head and created a different normal map. I took some polys out of the top of the head and back. Then added some more detail on the ears and eyes and nose and funny enough, I have more faces now than before. But I think I have a better normal map now. Next, I guess start on the low poly hair and normals for clothing. Tell me what you think. http://leadwerks.com/werkspace/gallery/album/570/95-my-first-normal-wip/ P.S. Poly count so far 5,700. for the whole character. I guess that is not bad since the head for the high poly is a little over 25,500.
  18. I did not vote since I am new and decided to model now and wait for le3, so I know nothing of newton but I am not sure if you can export a fractured model from blender for a real time physics fracture but may be something to look at. You can check it out here Also check out this physbam engine. I do not know if this is real time either but something to look at. On the one site they say they only release the code to certain people, but blender says the code has been released. here here and here Do not know if these will help, but a good read anyway.
  19. 1. 1.2 mb 2. 1. mb 3. 700 kb Pennsylvania
  20. Thanks, that gives me something to shoot for. I am making up to four lod's (characters) to help maximize the performance, although the fourth lod will be only for cut scenes since I have over done the detail.
  21. I am currently making character models and was wondering how Le renders the models. Can I make a high poly(or in my case quad) character and then place low poly cloths on it to bring the poly count down. Or another way to ask is can you create two spheres one smaller than the other. Then place the smaller sphere inside the larger one. Will Le only create polys for the larger sphere or will performance be slowed from the two. And I read somewhere on here that it is good to keep polys for character to around 15,000 to 20,000 (7,500 to 10,000 quads). How many polys can we have in the camera view and still have good fps.
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