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three
10-11-2004, 07:40 PM
Hi.
I've got a question to those of you that have been working on CRPG's. The viewpoint is not FPS, rather a 3/4 or "birdseye"-viewpoint. Say Neverwinter Nights, The Fall and so on, oh, and 3D is essential to my question.

How high do you think the polycount can go today?
My guess is that the protagonist get more polys than "monsters" or other enemies. The model I'm working on right now for an unannounced RPG (working title "Chainsaw") weighs in at 1408 polys. I'm thinking that I've got a roof of about 1500 for the complete model (not including weaponry and such stuff). The texturemap will probably end up 256x256 with normalmaps.
Since the team's really new to this and doesn't have a 3D engine up and running yet, I'd like some advice.

Do you know if there's some website out there with test results from one of the companies doing market research?

A pair of questions from a team wanting in. :)

*cheers*

Max Stalker
10-11-2004, 11:26 PM
First of all i think you don't need to do hiegher polycount for protagonist and lower for enemies. It looks wierd. Just imagine you hero have 10k of polys and looks almost reall and his enemies have 300 polys and they looks like boxes :argh:
Second, polycount of monsters depends of amount of enemies. If you'll have about 50-100 monsters then they must have about 700 - 900 polys per each. And if you have, for example 15 maximum - they polycount rise for 2k-3k.
And of course polycount depends of many other stuff: texture size, possibilities of 3D engine and system for which game is developing.

DrAdamDinosaur
10-12-2004, 02:32 AM
I think a 10k hero and a 300 poly enemy is a little bit of an exagerated comparison. i think he's looking more in the vacinity of a 1500 ply hero adn 800-1000 poly enemies. Are you going to see your model up close at all? If so then it makes sense to spend a few more polys on the hero, if not then just use enough to get the point across. Max is right about first deciding how many enemies you want on screen verses how many polys your engine can display at any time. Also remember you will have scenery as well.

Also, and i don't really know much on the subject, if your textures are only going to b 256x256, are normal maps going to help much?

Max Stalker
10-12-2004, 08:59 AM
Well , normal maps could help him. Yeah, there will be a problem with very small things, like scars and etc. But it could help to cut amount of polys. Even with such small texture size.

three
10-12-2004, 05:30 PM
Hello again. Thanks for the answers.

Normals, well, they would greatly improve the quality of in game "movies" or scripted sequences where you get closer to the main character than normally.
And yeah, the polycounts (enemies/PC) will not have a huge difference in numbers. Say that the protagonist has 1500 polys and the enemies have 1000-1200 poyls, just to be able to sqeeze a lot of them in there.


Here's the protagonist (no textures, still wip):

http://www.cocktailskolan.se/marcus/wire02.gif

AdamAtomic
10-12-2004, 06:44 PM
if it is a fixed view distance, then i would just do some tests to see what looks good. good rule of thumb is to never use triangles or texels that will never be seen. e.g. if your character takes up 64 pixels on the screen on average, then don't use more than a 64x64px texture, and on average every triangle in the model should take up 1px or more. its kind of a weird way to think about modeling and limits, especially if you are used to working on FPSes, but its pretty logical too.

Max Stalker
10-12-2004, 07:01 PM
If your protagonist - human - than he have some trouble with proportions.
His arms are too long - make them shorter.
And I think there some trouble with his knees and breast - they looks flat.

three
10-13-2004, 09:52 AM
Adam Atomic; It won't be a fixed viewpoint, you will be able to zoom in and out some, not too extreme though. You will also be able to spin the camera around. Thanks for that insight, I'll be sure to think about it, but for this game since everything can and probably will be seen all the polys have to be there.


Max Stalker; Thanks for the crits. I've been thinking about the arms as well. When I rigged his arm and put it down, his fingers went were our fingers should. But they do seem to long.
The reason for the flat chest is that I'm saving polys :)
When zoomed out a bit and with textures, it won't show that his chest is flat. The legs though, they're way to thin.
So, thanks! :)

Now, I'm off to Crete for a spin with my girlfriend. Will be back in a week. Hope to see a lot more comments
;)

Cheers!

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