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will 3dgs be able to produce smooth organic surfac #114795
03/03/07 01:34
03/03/07 01:34
Joined: Sep 2005
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not_me Offline OP
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not_me  Offline OP
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will 3dgs be able to produce smooth organic surfaces with out sacrificing virtual memory or your frames per second? will it have a "subsurf" option in the future.
subsurf: one surface with many surfaces inside it. for instance one face has 4 faces inside of it. almost like taking a square and spliting it into fourths.

got this idea from the blender engine.


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Re: will 3dgs be able to produce smooth organic surfac [Re: not_me] #114796
03/03/07 05:44
03/03/07 05:44
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xXxGuitar511 Offline
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xXxGuitar511  Offline
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Quote:

will 3dgs be able to produce smooth organic surfaces with out sacrificing virtual memory or your frames per second?




I don't think this is possible. It IS going to have some impact on the FPS/memory, as their are more calculations to do for this...


Quote:

will it have a "subsurf" option in the future.





Why do this? Simply subdivide your models faces for optimum results...


xXxGuitar511
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Re: will 3dgs be able to produce smooth organic surfac [Re: xXxGuitar511] #114797
03/03/07 06:42
03/03/07 06:42
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not_me Offline OP
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if youve ever used the blender engine it produces smooth organic surfaces. basically how it works is you make a blocky model called your control mesh.dont make it too complicated though. then when you subdivide the surfaces it creates like an outer shell of the model. but smooth and organeic. and it makes its surfaces based off of the surfaces of the control mesh(4 controlmesh surfaces to 1 subsurfed mesh surface). basically
play around with the blender engine to see what im talkin about.


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Re: will 3dgs be able to produce smooth organic surfac [Re: not_me] #114798
03/03/07 07:06
03/03/07 07:06
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xXxGuitar511 Offline
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You wouldn't want the engine to do this though, as it is not always desired.

Ths is more of a MED feature...


xXxGuitar511
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Re: will 3dgs be able to produce smooth organic surfac [Re: xXxGuitar511] #114799
03/03/07 12:47
03/03/07 12:47
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demiGod Offline
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You will always have to consider which polycount its acceptable in your particular project models.

It depends on the complexity of your levels. So, real-time engines dont like very smooth or organic shapes to render, instead you can use Blender new features like sculpture Zbrush like tools to make a high poly model and then export a normal map.

Then you reduce polycount to acceptable levels and use the normal map in the texture skin. This way you have a low / medium poly models that seems to be much more high poly because of the texture details.

Re: will 3dgs be able to produce smooth organic su [Re: demiGod] #114800
03/03/07 15:03
03/03/07 15:03
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broozar Offline
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broozar  Offline
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"subsurf" is a modelling technique, not a render method. on the other hand, ATI introduced a hardware-based smoothing algorithm called TruForm [dx8] ( http://en.wikipedia.org/wiki/Truform ), but a very limited amount of games supportet it. nowadays, shaders have completely replaced it, as normal maps are faster, easier to control and work on all dx-based hardware, not only ATI cards. there was a counter-concept from nvidia, but it wasn't intorduced in games at all.


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