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Re: The Inn -A graphic Experiment (WIP)
[Re: phil3d]
#171098
12/05/07 20:20
12/05/07 20:20
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Joined: Jul 2006
Posts: 65 Germany
Tristan3D
Junior Member
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Junior Member
Joined: Jul 2006
Posts: 65
Germany
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Phil3D: Many Thanks, and no problem  But you missed some chamfered edges (but I understood, and checked back to the model - I can bring the polycount down to 600 I think; without ditorting the shape). All Edges are chamfered to get an overall clean, somehow round look - not the best choise for low polys, but that's the way I want them. Thanks for pointing that out, because I would not have review that model otherwise (but now I will and bring down the count)  The reason for this polycount is this: I am used to model in a clean topology - was forced to during my "tour" through some VFX houses which required skill for clean high polygon models (modeled in low poly, but in quads). The topology restrictions regarding quads are a bit different than tris. I can merge a number of edges within one point... which was a nono in quadpoly modeling (I just didn't see it - so thanks again)  EDIT: correction... there will be around 400 tris. Thanks  LarryLaffer: Thanks  And: Christmas Contest? No, it's just for fun and experimenting with 3DGS and low to mit Poly Models and mid to high Resolution Textures 
Last edited by Tristan3D; 12/05/07 20:38.
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Re: The Inn -A graphic Experiment (WIP)
[Re: Tristan3D]
#171099
12/05/07 20:49
12/05/07 20:49
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Joined: Sep 2001
Posts: 375 Hamburg, Germany / Springfield...
Andreas C
Senior Member
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Senior Member
Joined: Sep 2001
Posts: 375
Hamburg, Germany / Springfield...
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Very impressive screenshots, IMHO.  Most things have already been said about them, but just one thought regarding the number of polys. Although it's just an experiment, have you tried working with LOD versions of your models ? I'm just wondering what a tool like Polygon Cruncher would be able to do in terms of reducing polycount (for different LODs). Cheers, Andreas
____________________________________________________ GameCore / Unity / UDK Lightwave 9.6 / Blender / Fragmotion / ZBrush 3.5 TextureMaker / PSP-X
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Re: The Inn -A graphic Experiment (WIP)
[Re: Tristan3D]
#171103
12/06/07 03:30
12/06/07 03:30
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Joined: Aug 2002
Posts: 572 Toronto
MadMark
User
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User
Joined: Aug 2002
Posts: 572
Toronto
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VERY nice looking work, but yeah, bring that poly count down a lot.
People who live in glass houses shouldn't vacuum naked.
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Re: The Inn -A graphic Experiment (WIP)
[Re: Tristan3D]
#171104
12/06/07 13:30
12/06/07 13:30
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
Expert
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Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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Quote:
Maybe. Have to ask slin. I am just making the models/textures... without slin this would be impossible for me to do. He is the one who makes the level look good - I am just constructing the geometry/textures
JUST making models/textures... You have no idea how many people around here are dying to know how to make this kinda stuff but yes, without the shader it would give a totally different feel (not nescesarily bad though).
great job, but it sounds like you can indeed do with less polygons, for example, chamfering everything makes no sense, the engine supports no edge normal data, so all edges get smoothed out anyway, keep that in mind 
regards,
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