Redesigning the Empires art

Discussion in 'Art' started by Redskull, Aug 15, 2014.

  1. w00kie

    w00kie Mustachioed Mexican

    Messages:
    3,863
    Likes Received:
    13
    Trophy Points:
    0
    Rip Mk Ii.t.t.y
     
  2. Grantrithor

    Grantrithor Member

    Messages:
    9,820
    Likes Received:
    11
    Trophy Points:
    0
    I agree, just put it in the game before it never gets in game. Screw tweaks, we can tweak it after it's in game.
     
  3. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    ^ ^ ^ ^ ^ ^
     
  4. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    Honestly, I'd rather give all the models a complete overhaul. Sure you can replace them one by one. But stopping half way and putting it in, just to come back to it later and having to do about 30-40% of the work again is pretty damn stupid.
     
  5. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    That's one POV, the other being gradually improving the game one small step at a time.
     
  6. Urknall

    Urknall Member

    Messages:
    158
    Likes Received:
    0
    Trophy Points:
    0
    I absolutely agree with you! Redskull did a fantastic job, we need new things... Let's start to find solutions, not problems!! Nobody can make PERFECT models, graphics whatever... everthing is a compromise. After all, we can improve it step by step... the mod is - like everything - a process.
     
    Last edited: Sep 22, 2014
  7. ImSpartacus

    ImSpartacus nerf spec plz

    Messages:
    8,598
    Likes Received:
    7
    Trophy Points:
    0
    Less whining, moar this.
     
  8. Redskull

    Redskull Member

    Messages:
    115
    Likes Received:
    4
    Trophy Points:
    0
    Ive been busy lately, but progress on the lowpoly has begun. Once that's done I will make sure it actually works in-game before texturing it.
     
  9. ImSpartacus

    ImSpartacus nerf spec plz

    Messages:
    8,598
    Likes Received:
    7
    Trophy Points:
    0
    K, my anus is being prepared for your hotness.
     
  10. Angry

    Angry Junior Member

    Messages:
    0
    Likes Received:
    0
    Trophy Points:
    0
    What's the poly count for the current high poly? I hope to god the your just doing it for the purpose of LoD, I'm sick and tired of the fucking shit argument that it'll make peoples computers run at lower frames. It's not 1999, this isn't a real issue anymore, even Xello's prehistoric 8800GTX could run empires on full.

    I'm cool with people with lesser computers running an ugly low poly as long as people with decent builds can have the high polies.
     
  11. Redskull

    Redskull Member

    Messages:
    115
    Likes Received:
    4
    Trophy Points:
    0
    So what kind of polycount would be fine for an in-game tank model? The high-poly that I'm going to bake my maps from is currently around 620k without any smoothing on.
     
    Last edited: Oct 5, 2014
  12. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

    Messages:
    7,243
    Likes Received:
    13
    Trophy Points:
    0
    Valve Developer Community docs: https://developer.valvesoftware.com/wiki/Model_Creation_Overview#Performance_and_Budgets

    You can probably do some extremely agressive LOD optimization to be able to give you a 15,000 - 18,000 tris budget. A LOD model for 10 meters away could already cut it down by a few thousand so the highest-quality model is only seen when up close or while driving the tank.

    This Facepunch thread notes there isn't a hard vertex limit, but there is a 32 material limit.

    I couldn't find a hard polycount limit on the .MDL format (which we use). The .DMX format has a hard limit of 400k.
     
  13. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,382
    Likes Received:
    4
    Trophy Points:
    0
    /me dreams of ultra quality LOD models...
     
  14. Angry

    Angry Junior Member

    Messages:
    0
    Likes Received:
    0
    Trophy Points:
    0
    BONER CONFIRMED FOR ROCK HARD

    Although it's funny because the industry average now is 15k to 30k for vehicles and characters. goes to show how old source is I guess.
     
  15. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    Heh, that used to be around 4k for half life 2. ^^
     
  16. Angry

    Angry Junior Member

    Messages:
    0
    Likes Received:
    0
    Trophy Points:
    0
    That's nothing, I saw models for a Japanese volley ball game once, the braided hair for the character model was rocking 14k alone.
     
  17. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    Just had a look at the CSGO models, they are around 15k triangles.
     
  18. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

    Messages:
    7,243
    Likes Received:
    13
    Trophy Points:
    0
    EP2 Jalopy is 16k and Source 2013 was supposed to give a big rendering boost, so it's time we use up all that extra juice :)
     
  19. Redskull

    Redskull Member

    Messages:
    115
    Likes Received:
    4
    Trophy Points:
    0
    Hey guys,

    Sorry for the lack of updates, I've been real busy lately! I managed to put aside a few hours to start unwrapping the low poly model so it's comming along.
    The tank tracks will be changed a little bit aswell as the thin rails protecting the front headlights, as they are really poly-dense.

    [​IMG]
     
  20. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    How many UV sets do you think you are going to use?
     

Share This Page