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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.

uncle_frankie
11-11-2008, 08:29 AM
For smooth meshes

on a buttons window press F9 and it's in the first panel

thondal
11-11-2008, 09:29 AM
i've seen a tutorial out there... try google "low poly game character tutorial" or something... it's a rather nice tutorial, including texturing.. think it's for 3dsmax, but you can easily apply the way of modeling to blender.

Good luck.. not so good at those poly questions, sorry...


-thondal-

gplzth
11-12-2008, 11:11 PM
Smooth/solid shouldn't matter. It's internal to blender. It turns phong shading on and off, respectively. But your shading will be done in Panda. However, it is important if you're going to be baking normal maps. I would guess with a 2000 poly budget you wont be using those, but setting smooth/solid will of course affect normals.

Normal rasterization natively uses tris. Engines & APIs "support" quads but at some point it all gets converted to tris. Don't bother modeling with them, you can triangulate later if that's what Panda requires. Come to think of it I don't know poly count in games generally referes to quads or tris.

Where you choose to spend detail is really as simple as where your player is going to be looking, (and from how far away) and usually that means your character's face. This also relates to texturing, because any detail you can't squeeze into the mesh you'll likely end up wanting to put in your texture. Flat details, like a belt, work well this way. Those spines on the shoulder, of course, would not.

As long as you don't plan to remove the armor or animate it separatly, I'd think modeling it all together would save you a lot of polys.

Well that was fun. Good luck!

Xerian
11-12-2008, 11:25 PM
Thank you for the info. I was reaching the conclusion that Smooth/Solid didn't matter as much as I had though.

I'm currently "redoing" the mesh for a more traditional armor look and then I'll add a fantasy flare after. Also I do need to cut out a ton of wasted polys... If already above 2000 and without even finishing the hands I'm in trouble. Still have to take into account weapons and the like.

Really I'm just grabbing at straws when I ask any question since I'm learning as I go so any adding info (especially if you have used Blender and Panda3D to make a game) is more than welcomed.

Don't expect this thread to move too fast... the fact I'm learning as I go makes it slow enough but with a job and family to boot... and the lack of a pen tablet... but gain any help well be welcomed with open arms

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