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neu
03-16-2004, 04:26 PM
Hi there!

I want to share these images with you guys. Before anybody starts to flame, yes, it's rendered, it's not a shot from the engine yet. (We're working hard on the lightmaps on the level where this train belongs to, so I could send images only with very bad quality lightmaps now). Real engine shots soon, if you're interested.

This is a part of the test level, where the purpose was to put our new engine under heavy load. It's working fast, with very high amount of polygons. I hope you enjoy it!

If you think it's interesting, I'll keep posting about this test level, with engine shots after I completed the lightmaps.

http://free.cjb.hu/n/e/neu/test_001.jpg

http://free.cjb.hu/n/e/neu/test_002.jpg

http://free.cjb.hu/n/e/neu/test_003.jpg

Model by Zoltan Pocza (me)
Textures by Raymond Wegner

Images are copyrighted to Clever's Games Ltd.

Greetings, neu

SecretAgent
03-16-2004, 05:06 PM
Ah, I'm surprised nobody has commented on this yet - the model and texture looks great. It's hard to judge the lighting so far since it's not a realtime render but, that's ok. What are the polycounts and texture sizes for the objects? Can you post the texture maps?

SecretAgent
03-16-2004, 05:29 PM
>> neu: I was checking out your website and you have some very nice work! I really liked that HMLAV that you created for T3, it's too bad you couldn't use that in game - and your Titanic model/scene is incredible, nice job!

Chappo
03-16-2004, 06:08 PM
No crits...... just plain Awesome !

"so I could send images only with very bad quality lightmaps now. "
Are you serious ?? so eventually it would look even beter ?

Saw your website as well and its truly amazing what you've been doing these past years.
Love the Titanic model :D

RmachucaA
03-16-2004, 06:40 PM
All is brilliant, except your using maya :-P... j/k.

Well... theres a lot of places to save polys.. but since it is for a test, i'll keep quiet :-).

neu
03-16-2004, 07:03 PM
Thank you for the comments guys!

Eric22

About hte lighting. It has no connection with the engine lighting. In the game engine there are a rainy sad weather lighting, with no sharp shadows. Totally different. If we can solve our problems with the lightmaps, I'll post some shots from the engine as well.

About texture maps. For the full train we're using 2 sets of 1024x1024 texturemaps (lot of recycling). Maybe I'll post a lowres sample tomorrow, but it's not sure (you know legal stuffs)

You can see the polycount on the OpenGL shot. It's 70k without triangulation. With triangulation (as the card use polygons), it's far more than 100k. Yes, it sound lot, but the whole level is much more....but it's working properly in the engine.

...one more thing I used the HMLAV in the game. It was for replacing the Humvee....the humvee was the problematic becouse of licensing.

Chappo

No, it won't be better. As you can read above, there will be much smoother shadows for heavy cloudy weather. We cannot use sharp shadows, as every single lightmap eats up the 3D card's memory...and this train is only about 10-15% of the level (in polygons)

RmachucaA

These test is the heaven of CG artists :) No tight limits, we don't have to deal too much with poly saving...the only purpose is to look cool now....

Greetings, neu

Pyke
03-16-2004, 09:00 PM
This may sound like a stupid question...but why cant you bake the shadows into the texture? I mean...if the idea is just to look pretty...

But that said-excelent model!!! For some reason, it reminds me of soldier of fortune.. :)

Nice tho!!

neu
03-16-2004, 09:09 PM
Originally posted by Pyke
This may sound like a stupid question...but why cant you bake the shadows into the texture? I mean...if the idea is just to look pretty...

But that said-excelent model!!! For some reason, it reminds me of soldier of fortune.. :)

Nice tho!!

Hi

You can't bake the shadows into the texture, becouse if you do so, than you have unique textures for each elements, you can't recycle it. Also it's not flexible, harder to modify.

Greetings, neu

Pyke
03-18-2004, 02:26 PM
Heh-and THAT folks, is why im not into low-poly. :)

Mangled Poly
03-19-2004, 06:12 AM
then why visit the forums only to rag on them?

As far as the train stellar work id love to see the engine shots, to see how ell it translates from all your settings in maya.

neu
03-19-2004, 09:11 AM
Mangled Poly

There's no translation...It was a render, and I have a totally different setting in our editor. I export the geometry and texture data only in this case.

Greetings, neu

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