View Full Version : Next-Gen capability - specially for level designers
HellBoy 05-02-2006, 08:05 PM Hi guys
If this has been posted before then my apologies, but take a look at the next gen capabilty man, this is Project Gotham racing 3 pics:
http://www.nlgaming.com/games/3183/xbox360/11.jpg
Isn't that cool, wow, the wires
http://www.nlgaming.com/games/3183/xbox360/14.jpg
more pics at here:
http://www.nlgaming.com/nl/asp/id_3183/nl/gameDetail.htm
that is sweet
cheers
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TychoCelchuuu
05-03-2006, 12:47 AM
Looks like the city in GRAW which I was just playing yesterday :D
retardedmonkey
05-03-2006, 01:08 AM
That just blows my mind away....and to think this is going to be the norm in a little while. Those car wires, and interiors were amazing, how many polies is a normal car going to be in these new games?!
HellBoy
05-03-2006, 03:30 PM
from the look of this
http://www.nlgaming.com/showPic.asp?ShowPic=/games/3183/xbox360/Poly2.jpg
it says something over 105k tris on that car
wow
SHEPEIRO
05-03-2006, 03:44 PM
this wont be "normal" car poly quotas, as PGR3 only has six car at a time (or is it 8) any way not many. something where there are more cars or other stufff like GTA or Burnout, would have much lower counts like betweeen 10k and 30. even other dedicated racers (cars the star style thing) like Test drive look to have "only" 30-50k per car, and more judiscious use of normal maps. they are estimations could be wrong.
GLandolina
05-03-2006, 03:46 PM
thats in the editor before its broken up.
you'll never play that much in one race.
when you play the game your allowed to select your route (make your own tracks) once you've done that it culls the rest of the world.
heavyness
05-03-2006, 03:54 PM
http://www.bizarreonline.net/index.php?action=fullnews&showcomments=1&id=61
So, I took it upon myself to head over to the car artists, and found out for myself exactly how many polys we were pushing per car. The results were surprising... therefore I'd like to take this opportunity to apologise to all gamers who were expecting 80,000 triangles in PGR3. I can conclusively reveal that in fact we do NOT have 80,000 polygons on average per car. It's actually closer to 96,000...
SHEPEIRO
05-03-2006, 04:10 PM
er why did you quote me...
if theirs any confusion, i was just remarking that PGR3s cars were not going to be the "norm" for poly quotas, even next-gen they will probably be towards the top end of the scale.
canderled
05-03-2006, 04:15 PM
this wont be "normal" car poly quotas, as PGR3 only has six car at a time (or is it 8) any way not many. something where there are more cars or other stufff like GTA or Burnout, would have much lower counts like betweeen 10k and 30. even other dedicated racers (cars the star style thing) like Test drive look to have "only" 30-50k per car, and more judiscious use of normal maps. they are estimations could be wrong.
Actually test drive cars are more around 15k poly but use more normal map ;) , normal maps are really the next gen stuff with pixel shaders, not so much the poly counts.
GLandolina
05-03-2006, 04:19 PM
maddam, that was precisely what he was saying...
heavyness
05-03-2006, 05:44 PM
ok, my bad. read shepeiro post wrong, sounded different in my head.
Johny
05-03-2006, 06:27 PM
ahahah pretty impressive, its fun that they waste polygons, in the interior...now this will make all newbies to cg to make 800000 polys car that seem to use only 400 claiming its next gen...ahah!!
heavyness
05-03-2006, 07:19 PM
ahahah pretty impressive, its fun that they waste polygons, in the interior...now this will make all newbies to cg to make 800000 polys car that seem to use only 400 claiming its next gen...ahah!!
waste polys in the car? have you played the game and switched to the driver's seat view? its awesome [and hard] to play that way. all the instruments work and the windshield get a bit dirty [but can only be seen when the sun light hits it the right way].
awesome experience.
eMPeck
05-03-2006, 08:01 PM
Nice thread, might be useful. Maybe You'll like this one too, Gothic 3 house:
http://img371.imageshack.us/img371/1049/maxshot2cw.th.jpg (http://img371.imageshack.us/my.php?image=maxshot2cw.jpg)
textured:
http://img371.imageshack.us/img371/5990/housebig3sk.th.jpg (http://img371.imageshack.us/my.php?image=housebig3sk.jpg)
nice find. however I don't get the point of modelling single roof tiles etc - the player will never get close to them anyway, so what's the point of spending probably a few hundred polygons for them...all those tri-fans look disgusting as well.
eMPeck
05-03-2006, 09:34 PM
Actually, those tiles make a nice silhouette of house, and I think it will be visible. Same thing with stones on the walls.
Neat house. So many details... and such a bad texture. This is a good example how you can kill a nice model.
HellBoy
05-03-2006, 11:07 PM
hay this would be nice if any would post pics of actual game models/envir. in wire mode or inside their 3d app. would be nice to see pics from you guys who already work in the industry or published a game, if that doesn't conflict with the development studio
that house looks cool aswell, look at the details on the edge of the roof, wow
EDIT: Probably everyone saw this but I've seen couple of max shot for the GTA over at
http://www.rockstarnorth.com/
http://www.rockstarnorth.com/flashSite/theLab/imgs/art/max8.jpg
But their such a small :sad:
SHEPEIRO
05-04-2006, 08:59 AM
sorry but those house roof tiles are such a waste. the exact same effect could be acheived by an alpha texture!
and the way the steps are made eww thats ugly.
and those tri fans will probably cause problems for the smoothing.IMO
IMO- yeah coool get out clause
180gee
05-04-2006, 10:51 AM
sorry but those house roof tiles are such a waste. the exact same effect could be acheived by an alpha texture!
yes but you would need a much larger texture sheet for that and that would be way more budget consuming than those extra polys. you can clearly see on the rendered picture that the roof texture is quite small and tileable.
imo the biggest waste of polygons are those walls made out of single planks. a normal map would do it just fine.
ah by the way, is nice to see a desktop of a professional designer. 3200x1200 total screen size... wow
SHEPEIRO
05-04-2006, 11:17 AM
nah .... all you would need to add(in terms of texture space) is the edge of the roof so if it uses a 512* texture for the rooof tiles then just the bottom section (say 64x512) would need a 1 bit opacity or alpha map, which is a tiny extra compared what possibly 5k extra polys. this would then be mapped onto the edge section of the roof, just the bit that sticks out.
also those thin tris in the fans, would look friggin pooh esp with spec IMO
do you know where, who the image comes from?
HellBoy
05-04-2006, 11:40 AM
The Art director was probably cool with the result on that tiles, maybe they had few extra tris left and filled up with those tiles
180gee
05-04-2006, 04:33 PM
nah .... all you would need to add(in terms of texture space) is the edge of the roof so if it uses a 512* texture for the rooof tiles then just the bottom section (say 64x512) would need a 1 bit opacity or alpha map, which is a tiny extra compared what possibly 5k extra polys. this would then be mapped onto the edge section of the roof, just the bit that sticks out.
yes, that would work but on the other hand the structure of the edge would be very repetitive then.
i can't tell for sure but it almost looks like the roof has some thickness. in that case, the artists decision would make sense.
Johny
05-04-2006, 04:43 PM
lets not forget Lods...
KazuyaMochu
05-04-2006, 06:03 PM
what an incredible wast of poligons on the house model!!!
i'd prefere no to have lods , and save textures and vertexs and production time.
Kaz
What i really dont understand are these triangles on the roof. They are not needed. You could just add the Boxes to break up the silhouette. Iam sure there would be no flickering.
With all these Polygons wasted one could build a 2nd house or at least some surrounding stuff. Alone with the polys from the stairs you could build a big chimeney or laterns or detailing the big hole(s) in the roof.
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