View Full Version : game modeling question
deadline 04-07-2005, 04:56 AM When modeling tracks of the tank for a game model. Do they usually modeled or all the motion taken care of with textures? model is between 4000-5000 polys. thanks
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simps
04-07-2005, 01:13 PM
Good question. I've seen both used. You may want to try this question out in the game art forum too.
StephanD
04-07-2005, 01:21 PM
It depends on the game no?
What angles(there could be several) and distance will they be seen from?That will also guide you with geometric and texture's levels of detail.
deadline
04-07-2005, 08:19 PM
well... i am not big on textures at all.. so the question is could the tracks motion be simulated with textures?.. if so then that's what we will do...
Leionaaad
04-08-2005, 03:56 PM
I vould chose a model AND texture approach, if it comes to close views. Simple geometry, but detailed enough, and textures with a lot of detail. It should fit in the 4000-5000 frame...
deadline
04-09-2005, 01:16 AM
I vould chose a model AND texture approach, if it comes to close views. Simple geometry, but detailed enough, and textures with a lot of detail. It should fit in the 4000-5000 frame...
yea. but my question here is, if i want to create effect of a moving tracks.. can i do it with textures or it has to be modeled?..
salmonmoose
04-09-2005, 10:06 AM
You could easily apply an animated texture to the tracks, you just need to show the track slide one 'notch' and then loop that animation. Modeling the tracks would be pretty polygon heavy you're looking at at least 12 triangles for each tread piece- multiplied by however many there are, could become quite a lot quickly :)
Hi, I am new to game modeling. If someone ask you to model a character with 2000 faces, do we need to concern if this model is for PC or other console? And also do we need to concern about which game engine it is for? I hope this is not a stupid question. Thanks for your time.
rakmaya
04-11-2005, 05:39 PM
For the Tank:
Both methods are not used as most explained. It is a mix of polygons and textures with normal mapped. A simple texture rotation is used IF the target machine is V.Shader 1.1 or lower (just to tell the expected performace). If it is 2.0+ we use a mix of polygons and normal mapps. Simple textures does not do good with lighting.
Hi, I am new to game modeling. If someone ask you to model a character with 2000 faces, do we need to concern if this model is for PC or other console? And also do we need to concern about which game engine it is for? I hope this is not a stupid question. Thanks for your time.
Things doesn't work that way in the game industry. If you are for PC, the way to look at things is completely different. Even in PC, you will be asked to create atleast 2 different poly sets for every model you create (optimize it down or up depending on your modeling style to create the second one/third one). Things in PC tends to be depending on only that factor. Engine dependacy comes into play when things like animation/fx etc.. is concerned.
However, for Console, things are different. Most of the time, you will be given a dev chart where it will layout the TOTAL poly count for the level and expected minimal FPS. Once the overal level is made, artists not only create the model, but also tweak it further up and down to maintain FPS. Sometimes you will also be said about expected FPS drop on misc code execution. Ofcourse, this chart is something you just know before you model the first model. But then on, you will get the hang of things. So for example a Tank in Level 1 might have 5000 but in Level 2 might have 4600. The reason is because in Console, a lag is a major issue that strikes the profit but in PC you can always blame it on the lack of graphic card. There are other reasons as well. But I think you get the point.
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04-11-2005, 05:40 PM
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