View Full Version : Polygonbudget for 3D Game
Art1977 07-08-2008, 02:12 PM Hi,
at the moment i´am working on my diploma thesis with the title:
Analysis and practical application of real-time process - 3D character creation and implementation exemplary for a real-time application with the help of the XNA - Frameworks in C # and M3G in Java.
I finished my design process and want to plan and start the modeling process. But i don´t really know what polycount is standart and possible for the applications(games) at the moment.
a) for XNA and C# Games
b) for Java and M3G Games (games for mobile phones)
at next the texture size for both.....
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Art1977
07-16-2008, 08:03 PM
The next question:
which workflow is used or what are your workflows of creating 3D Game Charakters.
Building Highpolymesh
Building Lowpolymesh
Transfer details of Highpolymesh as Normalmap to Lowpolymesh?
But when the UV´s have to be layed out?
Or
Building Lowpolymesh
Laying Out UVs
Detailing in Zbrush
Generating Normalmaps
CodeVeroby
07-23-2008, 05:56 PM
You need to be more speacific about the object that you want to model if you want us to give you information about the polycount, in general normal objects like barrels get 400 tri's, FPS weapons get 2000 and characters get 6000-10000 poly's !
I ussually build a base mesh (low poly model in quad faces only that covers the general shape of your desired character), take it to ZBrush, use the high poly as real time 3D reference for the low poly optimised model, unwrap the low poly, trasffer a normal map, create a diffuse map and quickly paint a specular map and violla !
Art1977
07-23-2008, 09:46 PM
Thanks for your reply.
I need 2 3D characters.
One for a 3d application on a mobile phone and one for a xna-application.
There will only be this model in the scene, eventually a landscape or room where he could move...
joryayer
07-28-2008, 06:19 PM
Ive never seen a mobile phone use a 3d model for games or apps, I think that would just be to much. I'm not sure if anything is even out on the market? Correct me if I'm wrong; all mobile apps i've pretty much seen are just low end 16-32 bit graphics. All I have on my phone is soduku...
buonnguqua
07-28-2008, 08:14 PM
Hi,
at the moment i´am working on my diploma thesis with the title:
Analysis and practical application of real-time process - 3D character creation and implementation exemplary for a real-time application with the help of the XNA - Frameworks in C # and M3G in Java.
I finished my design process and want to plan and start the modeling process. But i don´t really know what polycount is standart and possible for the applications(games) at the moment.
a) for XNA and C# Games
b) for Java and M3G Games (games for mobile phones)
at next the texture size for both.....
a) Full scene 250.000 polys , texture size load for 1 levelmaps 128-256mb
Art1977
07-28-2008, 09:30 PM
Thx @ bounnguqua then my polycount for my model should be ok at 15.000 Triangles.
@joryayer
Then you have never heared of M3G .....
Take a look at this:
http://www.mobilegd.com/mobile-3d/series-of-3d-programming-tutorials-for-mobile-devices-using-m3g-jsr.html?Itemid=110
My workflow will be the following:
Building of Basemesh in Maya
Create (UVs) with Headous UV-Layout
Detailing in Zbrush (Creating of Normalmaps)
Painting of Textures with ZBrush
Rigging and Animation with Maya
Export for the Realtime-Engine.
The Polycount for Model in XNA should be around 15.000 Triangles and Texture Size of 1024 * 1024
The Polycount for the M3G - Model around 1000-2000 Triangles ??? and a texture Size of 128 * 128
Does somebody know which texture maps could be used with M3G ?
bond6
07-28-2008, 11:41 PM
Depends from device, but 2000 triangles sounds about right. Sony-Ericsson 900-series I tried supports 256 x 256 textures and 2 textures per mesh.
Art1977
07-30-2008, 11:03 AM
Could you tell me which Texture Maps are supported at m3g ?
Just colortextures or is it possible to use also specularmaps, bump maps ? I think normal maps are not supported at the moment.
Is it also possible to split up textures, for example the head and the body.Or is it better to use just one texture map for all, to keep the use of memory low.
And did you know if its possible:
Export the animations(Idle,Walkcycle,Runcycle etc..) in clipanimation and to split up the animations later in the application. In the Application the clips will be called when the user presses the defined button.
This is the way it is done in some XNA Tutorials i read, but unfortunately for M3g there are less documentions or tutorials.
bond6
07-31-2008, 03:14 PM
I don't know about texturemaps. I'm new to mobile 3d graphics myself.
If device supports more than one texture per mesh then yes, you can use one uvmap for head and another for body.
Never heard about clipanimation. So far I have used blender. It's m3g exporter has some problems but it can export scene as java source code.
Animations are keyframesequences in m3g. You can play part of keyframesequence and/or play them at different times (using separate timers).
I'm not really familiar with XNA either. M3G examples are there, just need to google more.
Art1977
08-01-2008, 02:43 PM
I don't know about texturemaps. I'm new to mobile 3d graphics myself.
If device supports more than one texture per mesh then yes, you can use one uvmap for head and another for body.
Never heard about clipanimation. So far I have used blender. It's m3g exporter has some problems but it can export scene as java source code.
Animations are keyframesequences in m3g. You can play part of keyframesequence and/or play them at different times (using separate timers).
I'm not really familiar with XNA either. M3G examples are there, just need to google more.
Your description about keyframeanimation is in my opinion, what i called "clipanimation".
I think this should be possible. But i found nothing about the limits of joints.
For Maya there also some Exporter for m3g.
I used Google, to find some tutorials about skinned meshes, but i found nothing.
buonnguqua
08-07-2008, 08:25 PM
Thx @ bounnguqua then my polycount for my model should be ok at 15.000 Triangles.
15.000 is so so big for character
Gear of Wars : about 7000 for Marcus, 6000 for Locus,Berseker
Devil May Cry 4 : same 7000 for Nero
Because Nextgen game using Specular --> mean render in 2 pass --> double polycount :wise:
Art1977
08-15-2008, 01:17 PM
Thx @Buonnguqua, i will consider this. And try to use as few tris i could.
Could somebody tell me, if the model for M3G hast to consist of one seamless geometry, or is it possible to export the model with bones an geometry in pieces(Head, Body, Arms, Boots for example).
wwswimming
08-17-2008, 10:09 PM
those are great scenes !, the still images in the thread.
as an official Star Wars fan who has listened to each episode
and embarassing number of times, i feel qualified to comment.
it would be great to see the objects with just the diffuse
shading, no maps. when i was looking at the still images in
your other thread, i was wondering what was modelled, and
what was textured. either way, great stuff.
now how about a Star Wars 7 ? :-) i want to see Chewbacca
in curlers getting a permanent.
blank
08-18-2008, 08:33 AM
Ive never seen a mobile phone use a 3d model for games or apps, I think that would just be to much. I'm not sure if anything is even out on the market? Correct me if I'm wrong; all mobile apps i've pretty much seen are just low end 16-32 bit graphics. All I have on my phone is soduku...
There are a growing number of mobile phones with 3d capabilities, One example is my N95 which has Hardware accelerated openGL graphics.
As for opening Posters question some info here:
http://forums.cgsociety.org/showthread.php?f=39&t=481174
Art1977
08-18-2008, 12:44 PM
@wwswimming
Thx :-). This was my first 3D project and my first contact with 3D and also Maya. I had to learn everything and made a lot of mistakes in modelling. The Models are all Lowpoly, because i did not know, that the objects could be subdivided etc. And nowadays i would do a lot of things in an other way. For my first try in 3D stuff i was satisfied.
@blank
Thx, i will consider this.
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