Xerian
11-11-2008, 12:12 AM
Well I'm by no means a pro and rarely like to post any of my work since its tends to be below par, but I suppose thats the price to pay when you teach yourself.
I'm am attempting to make a very basic RPG style game, I'm going to use Panda3d since Python is the only language I know much off, also Panda3d is free which is always a good reason to try. So I have many questions concerning models designed for games.
so first off, A character. (yes my Topography needs work)
http://i179.photobucket.com/albums/w313/tlk_85/Armor2.jpg
First question, and forgive my ignorance. Which setting should I set the mesh Smooth/Solid. I realize this might be a pathetic question but I've seen game wires set on either/or so I wasn't sure if one if better or even if there is a difference at all.
Also just how important is good topography for games, I know of course it makes your model look cleaner and can animate better, but would poor topo slow the game speed. I realize if I ever want a job in this field I need to know how to do it but I'm just trying to reach one goal at a time.
Next question would be poly count, it seems 2000 is standard and I would like to run below that. I know it depends on the engine but I mainly want to adapt to the standard. I have yet to see what Panda3d can handle but from what I've seen I would imaging 2000 poly is again standard.
Back to poly count, I have seem nearly every game engine works with Tris (Seems the blender game engine is one of the few the works with Quads) the model I have up there is currently 2200+/- quads, so when looking at it from a game design perspective is it really a 4400+/- poly model? if so I have a lot more work then I thought.
Now I have had very little experience with textures since all I have is GIMP and my mouse which is really pain to get any real detailed work. but one day I will end up getting a tablet. So I do not know the power first hand of textures. I have seen some amazing work on low poly models that I didn't think was possible.
Now I am artistic and draw frequently, but I'm not sure how much detail/edges I should have on my model
http://i179.photobucket.com/albums/w313/tlk_85/Armorhelm.jpg
Do I even need some of those edges around the "eyes" or if I drew shadows in the right places would I be able to achieve that look on a flatter surface. I realize this question is by know means easy to answer I'm mainly just looking for a "Well if is was my model I would"
I have taken sculpting classes (though sadly I have done much with them) and I can easily make a model with all the details I desire. When I attempt to make a low poly model I find myself still adding many polys where I want details though not sure if they are even needed. (another example would be the belt tails, I have a them extruded with 4 sides, not sure is just a single edge would be a better options.
Finally does anyone know of any sites with a stockpile a wires from various games. also some tuts (none video... I'm cursed with Dail-up) for designing armor. I see some people building the armor from the mesh (like mine currently) and others it looks like the armor is resting over top the base mesh (which I find to look better though not sure if that is for beauty shot and stills verses game engines)
Anyways thanks for any replys and for all other threads I've been gleaning for info.
I'm am attempting to make a very basic RPG style game, I'm going to use Panda3d since Python is the only language I know much off, also Panda3d is free which is always a good reason to try. So I have many questions concerning models designed for games.
so first off, A character. (yes my Topography needs work)
http://i179.photobucket.com/albums/w313/tlk_85/Armor2.jpg
First question, and forgive my ignorance. Which setting should I set the mesh Smooth/Solid. I realize this might be a pathetic question but I've seen game wires set on either/or so I wasn't sure if one if better or even if there is a difference at all.
Also just how important is good topography for games, I know of course it makes your model look cleaner and can animate better, but would poor topo slow the game speed. I realize if I ever want a job in this field I need to know how to do it but I'm just trying to reach one goal at a time.
Next question would be poly count, it seems 2000 is standard and I would like to run below that. I know it depends on the engine but I mainly want to adapt to the standard. I have yet to see what Panda3d can handle but from what I've seen I would imaging 2000 poly is again standard.
Back to poly count, I have seem nearly every game engine works with Tris (Seems the blender game engine is one of the few the works with Quads) the model I have up there is currently 2200+/- quads, so when looking at it from a game design perspective is it really a 4400+/- poly model? if so I have a lot more work then I thought.
Now I have had very little experience with textures since all I have is GIMP and my mouse which is really pain to get any real detailed work. but one day I will end up getting a tablet. So I do not know the power first hand of textures. I have seen some amazing work on low poly models that I didn't think was possible.
Now I am artistic and draw frequently, but I'm not sure how much detail/edges I should have on my model
http://i179.photobucket.com/albums/w313/tlk_85/Armorhelm.jpg
Do I even need some of those edges around the "eyes" or if I drew shadows in the right places would I be able to achieve that look on a flatter surface. I realize this question is by know means easy to answer I'm mainly just looking for a "Well if is was my model I would"
I have taken sculpting classes (though sadly I have done much with them) and I can easily make a model with all the details I desire. When I attempt to make a low poly model I find myself still adding many polys where I want details though not sure if they are even needed. (another example would be the belt tails, I have a them extruded with 4 sides, not sure is just a single edge would be a better options.
Finally does anyone know of any sites with a stockpile a wires from various games. also some tuts (none video... I'm cursed with Dail-up) for designing armor. I see some people building the armor from the mesh (like mine currently) and others it looks like the armor is resting over top the base mesh (which I find to look better though not sure if that is for beauty shot and stills verses game engines)
Anyways thanks for any replys and for all other threads I've been gleaning for info.
