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3 registered members (AndrewAMD, juanex, Grant),
1,018
guests, and 8
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Key:
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Re: What are you working on?
[Re: rayp]
#414532
01/03/13 22:34
01/03/13 22:34
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Joined: Oct 2007
Posts: 5,209 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
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  Restructured polygons on forehead,cheeks,chin and eye sockets. remade lips and nose. added the back of the head and neck. 1290 tris(eyes not counted) --- Blender question: Model is mostly made of quads, ctrl+t or exporting fbx triangulates the model. It's mostly fine but some quads are triangulated in from incorrect corners, do i have to triangulate them manually or is there a way to ask blender to triangulate them in a way so that the triangulated quad is concave not convex?
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Re: What are you working on?
[Re: lostclimate]
#414537
01/04/13 02:45
01/04/13 02:45
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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I made some planets. Pretty happy with the results from the workflow that I created. Some planets are not that pretty completely zoomed in though, was still toying around with textures. All planets are created using only free concrete and stone textures as resources on texturez.com. 
Last edited by Joozey; 01/04/13 02:47.
Click and join the 3dgs irc community! Room: #3dgs
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Re: What are you working on?
[Re: txesmi]
#414600
01/05/13 16:00
01/05/13 16:00
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I'm doing some tests again: 300 units in 10 groups are moving smoothly, but for 600 units in 20 groups, with pssm shadows, I got now about 14 fps when all is moving (when standing, it is over 40). Vertex animation is used, it's not as bad as before, if heavy lod applied: 400, 250, 125, and 75 tris. I found it faster to use pssm than decal shadows, over a certain quantity. maybe I should use physx instead of c_move to get better performance? 
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Re: What are you working on?
[Re: sivan]
#414629
01/06/13 00:32
01/06/13 00:32
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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very distant characters are so tiny , hard to see, you should go for sprites : Far Cry (first game of the series) optimisation. gamasutra article : imposters Far Cy sprites technique
Last edited by ratchet; 01/06/13 00:32.
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Re: What are you working on?
[Re: ratchet]
#414632
01/06/13 00:49
01/06/13 00:49
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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Î Saw this technique in other Crytek-games, too (Crysis: Warhead for example), mostly used for vegetation. It is a really good idea and there's almost no visible difference between actual polygons and a sprite.
EDIT: just noticed that if you're animating a high number of models it's going to be really performance eating. Think about disabling the animations for distant models - or, as ratchet suggested, use (not animated) sprites
Last edited by Kartoffel; 01/06/13 00:59.
POTATO-MAN saves the day! - Random
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