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#12 (permalink) |
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Multi-Award Winner
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Well, don't get me wrong here.. it's a goodlooking model, and there's nothing wrong with high counts, in fact, I'm sure nextgen racer games uses a very high count for their cars as it's afterall the centerpieces of the whole game.
But thing is, as has been mentioned several times before in different posts on this forum. The meaning of nextgen isn't to be able to throw in a lot of pollies here and there so it looks good, and that the count doesn't matter. Cause the count always matters... Fewer tris = Better performance, obviously ![]() So, what I'm trying to say is: Instead of just sperading all those pollies out, put them in places where they really matter, and make use of that high count! That way you can get a extremely detailed and nice car, instead of a car having a lot of segments which hardly does any noticable difference. As I think someone else said though, it might perhaps be better finishing it first, and then optimizing it.. but just so you know.. wasting tris is bad ![]() Cheers!
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#13 (permalink) | |
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Senior Member
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Two big factors are that cars don't have to be textured, at all, if their count is high enough. A carpaint shader that needs no bitmaps at all can be used. No diffuse, normal specular and possible gloss maps really lighten the load compared to a fully textured model. Second factor is; cars don't deform/animate at all. Characters are constantly moving/morphing, which trust me, is a lot heavier than static geometry that doesn't deform. But i'm not all that pro into next-gen vehicles that rely more on polygons, though I really want to learn more about them. |
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#14 (permalink) |
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New Member
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![]() Thought I would throw this in there. This is a next gen wire frame for a Forza 2 vehicle. Yes Gran Turismo Prologue is using car models up to 200,000 polygon faces per vehicle...though if you read into it a little, they did say most the polys got ate up on the interior of the vehicles. Your not wasting yet...add in some more loops into the window areas and areas you see your edges being pulled or stretched by the smoothing function. Once you do indeed do the smooth, go back over the model and optimize out edges in areas that don't need the divisions to hold the shape or smoothness. Polygon count on the new consoles are really an afterthought to textures and materials....though it's never good to be wasteful as all memory will become golden towards the end of a project. Thought I would add ironically I work down at Firebrand Games and all we do is car racing games. We develop for the Wii and the DS though...so models like this are unheard of for us. I'll be lucky if I get a 800 tri budget! |
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#15 (permalink) | |
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Game Art Student
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If you want some ideas on how to spread your polys to achieve good results with a smooth then check out the cars on James' portfolio ![]() |
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#16 (permalink) |
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Multi-Award Winner
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James pretty much nailed what I've been saying all along.. not sure if anyone actually got my point though.
Simply, put the loops where they matter the most, and remove those that does not alter the shape, which would maximize the quality of the given performance.
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#19 (permalink) |
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New Member
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hi there
a big discussion here about next gen car creation my maximum tris count is still much under than official PGR3 or Forza2 cars limits i just want not to waste polygons and look smooth and nice in closer view here is an update with 14811 tris, it jumped, but when ill be done with modelling ill try to optimize and try to stay under 25k tris for exterior ![]() ![]() ![]() ![]() |
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