PDA

View Full Version : Optimized ingame models


Anastasius
10-06-2005, 01:01 PM
Iím in a game development course in were as groups we must produce one game by July.

Iím having trouble with achieving low ploy characters (1000 polygon budget) while preserving the high poly look. I can reduce the poly count myself to some effect but the models are not optimized. How important is optimizing the models for ingame use?

Here is an example of the high poly head (no polygon budget)
http://picserver.student.utwente.nl/i/87G2SN22K065

Here is an example of my low poly head (500 polygon budget)
http://picserver.student.utwente.nl/i/MLZ8598E4QDZ
Here is an example of the Lightwaves optimizing of my head (500 polygon budget)

http://picserver.student.utwente.nl/i/BNG8PEYI00VU

Siloer
10-06-2005, 05:34 PM
You could try nVidias Melody.


"NVIDIA Melody creates high quality normal maps that make a low-poly model look like a high-poly model. Simply load your low-poly working model, then load your high-poly reference model, click the "Generate Normal Map" button and watch Melody go to town. The normal map generator can also create texture coordinates from your high-poly reference model using a projection technique."


http://developer.nvidia.com/object/melody_home.html

Anastasius
10-06-2005, 06:03 PM
thanks Siloer, i'll try that.

agaz
10-08-2005, 07:36 PM
have you read "Modeling A Character in 3DS Max"? it's published by wordware publishing, it's a good book cause it explain everything to make low poly character used by game from sketch until texturing... it gives you techniques and concept in making game character, you should give a try on that book...

CGTalk Moderation
10-08-2005, 07:36 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.