thedigitalmonkey
07-16-2005, 12:37 AM
Hey guys-
There's some excellent game work here. I've developed 2D games in the past and am working on one now, but pre-rendered graphics, i haven't ventured into real time 3D yet.
I am almost completely ignorant on the topic.
I started modeling a character and environment and have some very basic questions:
1. Just how much lighting does a game character recieve in a typical situation? I realize every engine is different, but what is the norm for say current generation console titles? What i mean is...clearly, with low poly models, most of the details are painted on the texture, and this usually includes light information. Meaning- the illusion of depth through shading and and shadow in the texture.
When you are doing this do you just assume that the model will be lit by a strong ambient light? Is that how most game engines really work? Or is there some degree of shading applied by directional type lights in the game? If so, how do you compensate for it?
2. Do almost all game engines support/all current game characters include spec maps? How common is bump mapping on characters? How expensive is it? (Processor wise?)
3. Really dumb but- when an engine claims say, that a 3,000 poly character limit is in place for a given platform- this means 3000 tries, not quads right?
4. For environments, is almost all lighting information "baked" into the textures?
5. Does anyone know where to find actual wires from game characters? I'm curious about more stylized games- like the polycounts in say, Jak and Dexter.
Thanks ahead of time everyone!
There's some excellent game work here. I've developed 2D games in the past and am working on one now, but pre-rendered graphics, i haven't ventured into real time 3D yet.
I am almost completely ignorant on the topic.
I started modeling a character and environment and have some very basic questions:
1. Just how much lighting does a game character recieve in a typical situation? I realize every engine is different, but what is the norm for say current generation console titles? What i mean is...clearly, with low poly models, most of the details are painted on the texture, and this usually includes light information. Meaning- the illusion of depth through shading and and shadow in the texture.
When you are doing this do you just assume that the model will be lit by a strong ambient light? Is that how most game engines really work? Or is there some degree of shading applied by directional type lights in the game? If so, how do you compensate for it?
2. Do almost all game engines support/all current game characters include spec maps? How common is bump mapping on characters? How expensive is it? (Processor wise?)
3. Really dumb but- when an engine claims say, that a 3,000 poly character limit is in place for a given platform- this means 3000 tries, not quads right?
4. For environments, is almost all lighting information "baked" into the textures?
5. Does anyone know where to find actual wires from game characters? I'm curious about more stylized games- like the polycounts in say, Jak and Dexter.
Thanks ahead of time everyone!
