Forums   Articles   Events
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Work In Progress
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 27-08-2009, 12:59 PM   #1 (permalink)
Senior Member
JMChristopher's Avatar
JMChristopher's User Activity: 0/10
294 - 54
Michigan Central Station V2

Hello! I have decided to take my high poly Michigan Central station and make it into a low poly, game ready version.

There are about 34 million triangles in this version. I am going to attempt to reduce it to about 500,000. I have already taken a few props and reduced them down a bit:

I know there is not much to critique yet, but I figured I would start a thread to track my progress. As always any tips, thoughts, critiques, ideas and bacon sandwiches are appreciated.

Thank you
__________________
JMChristopher.com

Good Critz

Last edited by JMChristopher; 27-08-2009 at 01:06 PM.
JMChristopher is offline   Reply With Quote
Old 27-08-2009, 01:14 PM   #2 (permalink)
Forum Leader
Schaefft's Avatar
Schaefft's User Activity: 0/10
623 - 113
Well, I dont have a bacon sandwich but I cant tell you that I really like your idea. I saw your portfolio before and I love your high poly work up there, cant wait to see how itll turn out as game environment.
Schaefft is offline   Reply With Quote
Old 31-08-2009, 03:56 PM   #3 (permalink)
Senior Member
JMChristopher's Avatar
JMChristopher's User Activity: 0/10
294 - 54
Its not much, but this is what I have done over the weekend:

As you can see I have reduced the poly count quite a bit, but there are still alot of things I need to add.

Also note that the cameras are at opposite ends of the room.

Upon further evaluation, i can get rid of the tiny pieces of rubble and convert a lot of things to normal mapped textures. I think I have a good grasp on what I need to do, but any advice is appreciated. Also, im at 300k polys for the entire scene so far.
__________________
JMChristopher.com

Good Critz
JMChristopher is offline   Reply With Quote
Old 31-08-2009, 09:27 PM   #4 (permalink)
Senior Member
snake85027's User Activity: 10/10
513 - 180
DAMN YOU haha your skills are good!
snake85027 is offline   Reply With Quote
Old 01-09-2009, 04:50 AM   #5 (permalink)
Frequenter
mr_flibble's Avatar
mr_flibble's User Activity: 0/10
131 - 23
looking forward to this one.

i still think you can lose some tris from the roof and arches, as it's up high and you've be wanting to spend all your money down at ground level.

textures are looking ace though dude, keep it up!
mr_flibble is offline   Reply With Quote
Old 01-09-2009, 06:02 PM   #6 (permalink)
Senior Member
JMChristopher's Avatar
JMChristopher's User Activity: 0/10
294 - 54
Quote:
Originally Posted by mr_flibble View Post
looking forward to this one.

i still think you can lose some tris from the roof and arches, as it's up high and you've be wanting to spend all your money down at ground level.

textures are looking ace though dude, keep it up!
I reduced the ceiling from 578 tris to 368. Here is a close up shot that shows some of the optimization. I think I can still reduce things a bit, but I am still within my budget and I am still tweaking some things.
Here is the old super highpoly:

Here is the low poly update. It is a bit meaningless without textures, but I have been able to maintain the silhouette of most things while reducing their poly count by up to 10x
__________________
JMChristopher.com

Good Critz

Last edited by JMChristopher; 01-09-2009 at 06:07 PM.
JMChristopher is offline   Reply With Quote
Old 02-09-2009, 12:06 AM   #7 (permalink)
Freelancer
ChrisSchweiger's User Activity: 0/10
30 - 1
Simply amazing work.

One quick question: Could you explain how you go about reducing that many polygons and what your thought process is when deciding what edges to remove. For example, are you just randomly selecting certain edges and removing them, or is their some other trick of the trade.
ChrisSchweiger is offline   Reply With Quote
Old 02-09-2009, 01:18 AM   #8 (permalink)
Frequenter
pantsburgh's User Activity: 0/10
115 - 23
Geometry is looking ace.

My only small crit is the textures on your palette and crate. The palette wood doesn't quite look like oak/hardwood, which takes away from the believability a bit. I think it's mostly the deep grain in the NM. Hardwoods, especially rough cut, typically get what little surface texture they have from the saw blade & cracks/checks than from a wood grain > picture. Maybe this is too nit-picky...

Also, seeing them side by side with the nicely worn barrel and columns, they look too clean. I know it's renovation, so they'd technically be new-ish, but a bit more wear could be nice in my opinion.

Overall it's looking seriously awesome. Can't wait to see progress.
__________________
Welcome to Pantsburgh: No shirt, no shoes, no problem!
pantsburgh is offline   Reply With Quote
The Following User Says Thank You to pantsburgh For This Useful Post:
Old 02-09-2009, 02:26 AM   #9 (permalink)
Frequenter
midduke's Avatar
midduke's User Activity: 0/10
104 - 4
This looks amazing. You sir, have some serious skill.
midduke is offline   Reply With Quote
Old 02-09-2009, 04:47 AM   #10 (permalink)
Frequenter
mr_flibble's Avatar
mr_flibble's User Activity: 0/10
131 - 23
as long as you're sticking to a budget then all is good.

not sure if you've thought about doing stuff in a slightly different method to help save some tris. you can keep the shape in your arches by turning them into a cap that covers a low poly plane behind it. below is a pic of what I mean. At the mo i think you're true meshing everything in, which is completely valid, but if it's costing you lots of tris to do that then it becomes quite inefficient.




making your arches like above means you can save tris, but keep a smooth curve. just a little trick that might help
mr_flibble is offline   Reply With Quote
The Following User Says Thank You to mr_flibble For This Useful Post:
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 10:44 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net