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View Full Version : Moddeling for real time and game rendering, how is it done?


-NG-
03-21-2005, 11:46 PM
Hi guys, i've always wondered in the game development how the models are beeing moddeled.

Are they beeing moddeled as polygonal models from the start, or with subD's or curves and then converted to polygonal?

I suspect HL2 uses high res polygonal models right? correct me if i'm wrong. :)

Don Kayote
03-22-2005, 01:14 AM
It's polygons all the way. And not quad modeling but Tri. Games don't use SDS....Yet. But with the evolution of normal maps, people might makes characters by scanning in clay models.

Half-Dead 4/2 uses tri modeling with normal maps.

StephanD
03-23-2005, 06:22 PM
Correct me if I'm wrong,but most people will model using quad anyways and then later triangulate the mesh,then optimize if required although I would personally optimize using a EdgeRingSelect/Collapse combo...You can't do that with tris.

I also personally think it's harder to visualize a model's flow in triangles mainly where many vertice will connect(with tris,it's easier to get highly crowded vertice poles without noticing) although I'm sure that after a while you can get used to it.

Anyways from what I've seen of game model's shapes,most of the time they follow this pattern/habit but for sure some people will do it differently,it's all about what suits you and what gets you some results.

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03-23-2005, 06:22 PM
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