View Full Version : Discussion: Eyeballs, optimisation and poly counts
spudmonkey 04-28-2003, 05:16 PM Hi,
was going to post something on a thread about this, but thought it might be better as something in a more open discussion. More and more often characters are modelled with moving eyes and I was wondering whether a Geosphere might not be a better option than a normal one, especially as it would dramatically lower the number of polys that the eye takes, whilst remaining as smooth?
The benefit is less polys, but would the drawback be that graphics engines are more efficient at handling shapes that are more uniform? I would suspect not as it's all number crunching but I would be interested in hearing people's opinions/experiences.
I guess this thread could be about more than just eye-balls too - any other optimisation tips would be of value to the general community too!
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Artician
04-28-2003, 05:58 PM
I just posted something on this topic in another forum yesterday:
<cut>/<paste>
"About your question on his eyes:
Model the spheres of his eye right into his face, so that the eyeball itself is part of the facial mesh. Then texture the eyeball along with the main facial mapping, and make sure to only texture them white.
Then texture his iris onto a flat plane that is separate from the rest of the eye. Place the iris plane just over the geometry of the eyeball. When you want to animate him looking around, just rotate the planes of his eyes to simulate the motion.
You'll have to make sure the planes follow the curvature of the eyeball by moving the pivots of the iris planes to the center of the eyeball geometry.
This is a great technique to use, but it's different from the traditional method of modeling the eye sockets in the face and then placing a rotating sphere into them. You save a lot on poly count.
Asorson
04-28-2003, 07:00 PM
Geospheres are generally better for game modeling because 1) they are lower polycount and 2) they unwrap into a single tri-strip which makes it even more efficient for engines that support it, where-as a normal hemisphere is made up of several tri-strips capped off with a fan (bad news).
So always go geo.
Articians idea is good also, the only thing I would worry about is clipping. Not actual geometry clipping but the video card accidentally drawing one piece of geometry in front of an overlapping piece because they are too close together. Also during most eye movements the eyeball will go partially underneath the eyelids and you can't do that with this method.
SecretAgent
04-28-2003, 08:20 PM
What exactly do you mean by "Geosphere," I've never heard of that before? I have a lot of trouble with making an eye especially when the eye is and oblong/stylistic shape and I would definetly love to hear your guys ideas how to work around this problem.
CGmonkey
04-28-2003, 09:02 PM
Geosphere is basicly another topology of a sphere. I haven't found it in Maya but it's quite easy to get one in max. Just a checkbox in the sphere creation menu.
this is the difference :D..
http://shadow.krabbit.com/abbe_personal/sphere_geo.jpg
SecretAgent
04-29-2003, 10:09 AM
ah, I see, it's constructed completely out of triangles. Thanks for the explanation.
jacobt
04-29-2003, 11:44 PM
they unwrap into a single tri-strip which makes it even more efficient for engines that support it, where-as a normal hemisphere is made up of several tri-strips capped off with a fan (bad news). [/B]
so in the case of a cylinder, is it better to cap it off with more polys / no fan?
are all game engines similar in this respect?
cheers, this stuff is all very interesting :D
RatPoiZon
04-30-2003, 01:54 AM
tessellated spheres - is what they are called in Lightwave, also quite easy to get through the Num pannel (Shortcut -> N)
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