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Re: Athlete Model [Re: msl_manni] #184118
02/16/08 17:37
02/16/08 17:37
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
As an example, if you go from a 5000 polygonal model to a 2000 polygonal model then the number of vertices change. As a result, you would need to re-assign your vertices to your bones. If you go from a 5000 polygonal model to a 2000 polygonal model then the edge boundaries of the UV map will change and, as a result, the UV map will become a mess. The result is you will have to re-create the UV map or fix the problems on the current one. I am not saying this is difficult work. I am just saying that it is not as you say it is. I am not trying to stop anyone from using your services. I could care less if they do or don't. All I am saying is none of this (including what I am saying) has anything to do with the original intent of this thread, so perhaps both of us should just shut up.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Athlete Model [Re: Dan Silverman] #184119
02/16/08 17:43
02/16/08 17:43
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
please mind your language.

You seem to assume everything to your liking. The modeler has already said that the texture is of 1024x1024 and yet you assume that it is of 512x512.
When I say that I am not going to re-uv or anything that you know of then still you insist that I am wrong. I think that you should appologise for this. You could challenge me by sending any model and see what I can do with it. Instead you talking [censored].


My Specialities Limited.
Re: Athlete Model [Re: msl_manni] #184120
02/16/08 17:55
02/16/08 17:55
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Quote:

The modeler has already said that the texture is of 1024x1024 and yet you assume that it is of 512x512.




Please learn to read. I never said that it was a 512 x 512 texture. Here is my quote:

Quote:

It has a decent sized skin (1024 x 1024), but it looks like a model with a 512 x 512 skin.




Notice that I said, "It has a decent sized skin (1024 x 1024)". What does that mean? It means that I fully recognize that the skin used is 1024 x 1024 pixels (as he says in his original post). However, the details on the texture (or lack, thereof) do not make the model LOOK like it is using a 1024 skin, but rather one that LOOKS like a 512 skin. Get your facts straight or learn to read.

Quote:

please mind your language.




I did not cuss or swear. And, if you read what I wrote, then you will see that I told us BOTH to SHUT UP (not just you). The word "shut" is a common English word. It is not slang and it is not improper. It means: to close. To "shut up" is to stop speaking because the mouth is closed. In this case, it would mean to stop posting off topic in this thread and, yeah, I need to heed my own advice .

Quote:

When I say that I am not going to re-uv or anything that you know of then still you insist that I am wrong.




You're right. I am insisting that you are wrong or that you are over-simplifying the process. If I am wrong ... oh, well.

Quote:

I think that you should appologise for this.




Keep thinking. It will do you good. However, prove me wrong and I will. But your insistence does not prove anything. I can insist that I can fly, but that does not make it so.

Quote:

You could challenge me by sending any model and see what I can do with it. Instead you talking [censored].




Now who has to watch their language? Nothing I wrote had to be censored. Sheesh.

No. Sending you a model would prove nothing. I would not be able to see the process. I would only get back a completed model. Besides, I don't need you for this. I can easily do this myself. I was never doubting that you (or about anyone else) could reduce polygon counts on a model, do UV maps or any of that. I was only contending with your concept of being able to significantly reduce a mesh and not have to touch the UV map at all. There is always an in-between step from the original to the reduced model. It could be doing it by hand (i.e. a new UV map or tweaking the original) or using something like XSI's Gater to transfer the UV map.

No, go play nice somewhere. I don't intend to (play nice, that is ).


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Athlete Model [Re: msl_manni] #184121
02/16/08 17:57
02/16/08 17:57
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
As for the model itself, this looks done quite properly as far as I can look into it due to the small picture
About the amount of polies, standards have rised thus putting in a 'few' extra polies wouldn't hurt AFAIK.

Cheers

Frazzle


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Re: Athlete Model [Re: frazzle] #184122
02/16/08 18:54
02/16/08 18:54
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
Member
ryangregory  Offline OP
Member

Joined: Dec 2007
Posts: 156
England
hi, Thanks for all the great responses. I agrre with most that 5000 polys is a bit too much, however my client asked for a 10,000 poly model or a 5,000 poly depending on the time constraints. I didnt have much time or referance to go on and agree that the model could have been better.
Cheers

Ryan.

Re: Athlete Model [Re: ryangregory] #184123
02/16/08 19:10
02/16/08 19:10
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Hi Ryan,

The model is good. Don't get me wrong. There is, these days, nothing wrong with a 5000 poly count model, either. The problem (from my perspective) is that the 5000 polys could have been used a bit better (i.e. re-look at the shoulders).

I am a bit confused by these two statements, though:

Quote:

I may be putting this up for sale, I'd like to know if this work is good enough for that and if so how much should models of this quality cost?




Quote:

however my client asked for a 10,000 poly model or a 5,000 poly depending on the time constraints.




If you made this model for a client, why are you considering selling it also?


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Athlete Model [Re: Dan Silverman] #184124
02/16/08 19:43
02/16/08 19:43
Joined: Dec 2007
Posts: 156
England
ryangregory Offline OP
Member
ryangregory  Offline OP
Member

Joined: Dec 2007
Posts: 156
England
hi, Fair question, He just wants the rite to use it in his game, he said I have full rites to the model and how I use it, rest assured I would never sell a clients model without their consent.
Cheers

Ryan

Re: Athlete Model [Re: ryangregory] #184125
02/16/08 20:21
02/16/08 20:21
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
Senior Expert

Joined: Jul 2000
Posts: 11,321
Virginia, USA
Cool! I like those kinds of deals .


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Athlete Model [Re: Dan Silverman] #184126
02/17/08 04:32
02/17/08 04:32
Joined: Dec 2005
Posts: 478
India
M
msl_manni Offline
Senior Member
msl_manni  Offline
Senior Member
M

Joined: Dec 2005
Posts: 478
India
Dan, you are right about not being able to see the process. I dont want to disclose it for anybody.

But on for the record I would like to emphasise that it is a special process done in max and I am proud of the process that I have mastered. And if for any reason, anybody wants my services then they can contact me.


My Specialities Limited.
Re: Athlete Model [Re: msl_manni] #184127
02/17/08 08:38
02/17/08 08:38
Joined: Apr 2004
Posts: 431
Chile
A
Andvari Offline
Senior Member
Andvari  Offline
Senior Member
A

Joined: Apr 2004
Posts: 431
Chile
Well, it's not that hard to reduce the polycount when the model is textured.

You just have to weld some vertices on the mesh and then, under the Edit UVW Map modifier, weld the UVW vertices that are broken after the poly reduction.

Let me show an example

We are going to weld the 4 vertices marked in red




When the vertices are merged, the texture looks texture, cause the UVW vertices are broken




Just Weld the broken UVW vertices and voila!




Need custom 3d modelling, rigging or animations? check my portfolio at http://www.lowpolyarts.com
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