Author Topic: Hi Poly Watchdog/Cerberus (Now released)  (Read 16456 times)

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Offline Prophet

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Re: Hi Poly Watchdog/Cerberus
And it would still be pretty and detailed... OMG 1 meter long gun barrel!1!! As practical as modelling nosehair to the little girl in FEAR.
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Offline Col. Fishguts

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Re: Hi Poly Watchdog/Cerberus
Col. Fishguts, Why add something that isn't visible on the original model or texture? Thats not the point of high-poly models imo.

Artistic freedom ? But since I'm the only one suggesting more detail, I'll shut up now.
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Offline Colonol Dekker

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Re: Hi Poly Watchdog/Cerberus
If someone wants to add extra stuff to their model let'em i say.
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

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Offline ARSPR

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Re: Hi Poly Watchdog/Cerberus
Well I'm neither modeler nor coder so I don't know how much impact the number of polys has. But lately I have the feeling that HTL models are TOO detailed. As an example in the first model you've posted there's a lightly large border around all the cannon that I doubt anyone will notice within game. And more over I think you could 'paint' this border just with textures. I feel FS2 is losing all code optimizations because of very heavy models, effects, ultradetailed textures and so on.

(Just my thoughts, any work will be welcome in any way...)
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Offline pecenipicek

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Re: Hi Poly Watchdog/Cerberus
point is, the polycount isnt an issue too much anymore. it is important, but to a much much lesser extent than textures.


also, you might look here here...



as for the floating turret... how the hell did you manage to get 1k polys? for the amount of "detail" it has, the sam shape could have been achieved with 200 polys MAXIMUM.
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Offline Colonol Dekker

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Re: Hi Poly Watchdog/Cerberus
 :pimp: :yes:
Campaigns I've added my distinctiveness to-
- Blue Planet: Battle Captains
-Battle of Neptune
-Between the Ashes 2
-Blue planet: Age of Aquarius
-FOTG?
-Inferno R1
-Ribos: The aftermath / -Retreat from Deneb
-Sol: A History
-TBP EACW teaser
-Earth Brakiri war
-TBP Fortune Hunters (I think?)
-TBP Relic
-Trancsend (Possibly?)
-Uncharted Territory
-Vassagos Dirge
-War Machine
(Others lost to the mists of time and no discernible audit trail)

Your friendly Orestes tactical controller.

Secret bomb God.
That one time I got permabanned and got to read who was being bitxhy about me :p....
GO GO DEKKER RANGERSSSS!!!!!!!!!!!!!!!!!
President of the Scooby Doo Model Appreciation Society
The only good Zod is a dead Zod
NEWGROUNDS COMEDY GOLD, UPDATED DAILY
http://badges.steamprofile.com/profile/default/steam/76561198011784807.png

 

Offline pecenipicek

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Re: Hi Poly Watchdog/Cerberus
i might do the alastor. tomorrow perhaps. depends if i'll have time to do it or not... i need to find a job, and that takes precedence to any hobby.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Axem

  • 211
Re: Hi Poly Watchdog/Cerberus
Well I was more interested on how you would do this model with 200 polys.



The one on the left has no border and the turrets have a poly reduction. The base is 350 polys and the whole thing is 600 polys. The one on the right has had some optimizations to the turrets and taking away the cylinders the turrets rested on. The base is 630 polys and the whole thing is 930 polys.

 

Offline Prophet

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Re: Hi Poly Watchdog/Cerberus
I think the borders would be hardly noticeable in game since the model is so small, so good texturing could perhaps suffice... But I like the high poly turret better.

Good work on both of them :yes:
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


Prophet is walking in the deep dark places of the earth...

 
Re: Hi Poly Watchdog/Cerberus
I think the borders would be hardly noticeable in game since the model is so small, so good texturing could perhaps suffice... But I like the high poly turret better.

Good work on both of them :yes:

Agreed, while I can't deny the importence of a great model in the look of an object, but a texture can and does make up for model detail.

 

Offline pecenipicek

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Re: Hi Poly Watchdog/Cerberus
Well I was more interested on how you would do this model with 200 polys.
*snip img*
The one on the left has no border and the turrets have a poly reduction. The base is 350 polys and the whole thing is 600 polys. The one on the right has had some optimizations to the turrets and taking away the cylinders the turrets rested on. The base is 630 polys and the whole thing is 930 polys.
well, i'll try just for you :D

also, i like the left one, looks a lot better than the right one :)


i just hope we're talking untriangulated models, cause triangulated, their effective polycount is doubled....
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 

Offline Axem

  • 211
Re: Hi Poly Watchdog/Cerberus
Yeah, all triangulated. :) I like to work with non-triangles since it looks so much cleaner when modelling.

 

Offline pecenipicek

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Re: Hi Poly Watchdog/Cerberus
aye. i hate triangles with all my heart. i might have something done by the end of the night as i overdosed myself with caffeine... again.
Skype: vrganjko
Ho, ho, ho, to the bottle I go
to heal my heart and drown my woe!
Rain may fall and wind may blow,
and many miles be still to go,
but under a tall tree I will lie!

The Apocalypse Project needs YOU! - recruiting info thread.

 
Re: Hi Poly Watchdog/Cerberus
Let's all ask ourselves what difference a few hundred polys on a turret is going to make.  I seriously doubt anyone will ever notice, and we should use the best models that we can.

 

Offline WeatherOp

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Re: Hi Poly Watchdog/Cerberus
Meh, a few hundred more polys? I say we unleash Axem, and let him add a few thousand.

Comming from a guy who can't low poly model. :p
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Offline Kaine

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Re: Hi Poly Watchdog/Cerberus
Let's all ask ourselves what difference a few hundred polys on a turret is going to make.  I seriously doubt anyone will ever notice, and we should use the best models that we can.

"a few hundred polys" might not make much difference on 1 model, but you put 5 or 6 of those models together and you have a thousand extra polys, and if you take the same attitude with every model in the game you've got 10s of thousands of extra polys... now that *does* make a difference. A line has to be drawn somewhere, and i think the model on the left is just fine. with a decent skin on it, you wouldn't be able to tell the difference between the two in-game - and thats what it comes down to. Even community projects are bound by the performance/prettiness tradeoff, whether you like it or not.

 

Offline WMCoolmon

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Re: Hi Poly Watchdog/Cerberus
There is no 'line'...

First of all, the number of polygons isn't near as important as good texturing and the number of submodel. Every texture entails a render pass. If it has shine/glow/env maps, those entail an extra pass. If there are more than 8 lights nearby, that entails an extra pass. This holds the same for every submodel being rendered. Polygons don't matter near as much, because when a texture or submodel is rendered, the CPU passes all the polygons to the video card at once and lets it do its thing.

Second of all, even if you do draw a line, who do you draw it for? Must people with GF4 MX440s be able to run every single item in the mVPs, or can you let modders have a little bit of leeway?

Thirdly, since extra instances entail extra render passes. How many of these should it be possible to have in game at once? To answer this question, you will need to answer #2 as well.

Fourth, no-one has even tried the model in-game.

And fifth, most of the high-poly ships started at around 400 polys. A thousand extra polys isn't a big deal any more. With the last two sets of mediaVPs, there would be about 24,125 polies floating around in the first FS2 mission when the Belisarius and Psamtik arrived. To match that, you'd need about 68 of the turrets on the left. Maybe 10 ever appear at once, which is just about the same number of polygons as a single Serapis.

EDIT: Not that I'm singling you out here, this is just another in a long line of people saying "That's nice, but what about the polycount?" when 99.9% of the feedback I've seen on the forums has indicated that the biggest slowdown problem are the animated effects. I can't remember someone complaining about the polygon count of any of the fighters in-game. (Except for way back when the mediaVPs started, and someone just meshsmoothed the Perseus to 10k polies)
« Last Edit: June 25, 2006, 01:28:52 pm by WMCoolmon »
-C

 

Offline FireCrack

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Re: Hi Poly Watchdog/Cerberus
Yeah, my guidline for polycount is th add as much as are necessary to make it look good (without being rediculous of course)
actualy, mabye not.
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Re: Hi Poly Watchdog/Cerberus
As WMC says, the performance issues I have are related to things like DaBrains insanely - highend explosion effects, not polycount.  The lower the polycount, the sooner someone will have to redo it.