RidiculousJohn
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« Reply #3040 on: September 19, 2014, 09:12:28 PM » |
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How many faces can you get up to for a top town view game with loads of characters on screen for something like PS3 WII U or 360 without dropping 30 or 60fps? I currently got models running around the 600 mark
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rj
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« Reply #3042 on: September 19, 2014, 10:17:30 PM » |
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i think a closer number would be "a bunch"
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Geti
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« Reply #3044 on: September 21, 2014, 01:03:34 AM » |
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@hawt koffee: looking good except for the skirt clipping stuff; could warrant their own bones from the thighs tbh. How many faces can you get up to for a top town view game with loads of characters on screen for something like PS3 WII U or 360 without dropping 30 or 60fps? I currently got models running around the 600 mark
It's highly dependent on how you render things, how complicated your materials are and so on. There's really no "magic number" - that said iirc 5-10k for a "main character" type model on ps3/xb360 was considered pretty normal. WiiU i have no idea. Thread from 2007 that has some good "general concern" stuff relating to those systems; usefulness peters of towards the end. http://www.polycount.com/forum/showthread.php?t=46398
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McMutton
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« Reply #3045 on: September 26, 2014, 02:28:34 PM » |
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Thank'eh, SolarLune! Lots of cool stuff this time around, especially you Koffee. Here's a goofy mook:
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« Last Edit: September 26, 2014, 02:37:03 PM by McMutton »
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Henry_Oswald
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« Reply #3046 on: September 26, 2014, 03:54:31 PM » |
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Thank'eh, SolarLune! Lots of cool stuff this time around, especially you Koffee. Here's a goofy mook: Much sophisticate. Such high brow. Wow. Really super cool though. I love your style!
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beestings
Level 1
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« Reply #3047 on: October 05, 2014, 07:26:30 AM » |
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Created some concept art for my game Trees and bushes ~240tris each Character ~160tris Total in scene ~18.2k tris I absolutely love this concept art!! I wish I could get into 3d stuff a lot more, but it can be so intimidating! But it would be absolutely amazing to be able to create a character and the world they exist in! Hopefully in college next year I'll take a class or two! I managed ok with the normal model of a character and the texture but when it came to rigging and then putting the character into unity I couldn't seem to get it (and also the fact that I still don't really know ho to program...)
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Pol
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« Reply #3048 on: October 05, 2014, 09:41:59 AM » |
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CobraMode
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« Reply #3050 on: October 06, 2014, 02:48:06 PM » |
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R-R-R-RONNIE RAYGON-GON-GON!
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klamp
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« Reply #3051 on: October 06, 2014, 10:37:50 PM » |
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Hahaha nice! My coworker and I were just talking about Max Headroom the other day. Kinda wish they'd reboot it and bring it back. Anyway, working on a low-poly, hand painted weapon pack:
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Pol
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« Reply #3052 on: October 08, 2014, 03:04:16 PM » |
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Last post about the small terrarium-aquarium thing for the simple CG september challenge. The scene setup was made in Unity because I basically don't really know how to properly deal with it directly in max. It's also on sketchfab:
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nicked
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« Reply #3054 on: October 11, 2014, 06:35:22 AM » |
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Super low poly Lamborghini:
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McMutton
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« Reply #3055 on: October 11, 2014, 04:37:35 PM » |
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What a wondrous creature he thinks he is.
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« Last Edit: October 11, 2014, 04:54:25 PM by McMutton »
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nicked
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« Reply #3056 on: October 12, 2014, 07:51:38 AM » |
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Mech thingy:
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Colon Semicolon
Level 2
GREAT WARLORD ATLUS SAN
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« Reply #3057 on: October 12, 2014, 07:48:31 PM » |
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Late 90s FPS game OutBlast coming 2027
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DINGLING DONGLE DORKS AGAIN ARE WE?
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Henry_Oswald
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« Reply #3058 on: October 13, 2014, 07:23:33 AM » |
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What a wondrous creature he thinks he is. I'm curious, how do you do your eyes? Are they like Windwaker eyes where they are decals that sit on top of the mesh?
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McMutton
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« Reply #3059 on: October 13, 2014, 10:42:15 AM » |
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It's pretty simple: I model the eyelid area around a sphere, and then duplicate the sphere, scale it up a bit, and then remove the a part of it that I want to use for the iris/pupil part, which is then rigged to a bone whose origin is at the center of the spheres. This way, it'll be able to go around the base eye sphere without intersecting it at all. The shadow is done by duplicating the sphere again, and then scaling it up so both the iris/pupil and the base sphere fit inside of it, UV mapping it from the front view, and putting a transparent gradient texture on it.
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