PDA

View Full Version : Which Details to Keep?


danshewan
08-31-2009, 01:22 PM
Hey guys,

I decided it was about time to get back to work on the St Paul's Cathedral project after an extended hiatus, and I have some questions that hopefully someone can shed some light on.

I should probably also mention that this model is intended to be used as an in-game environment asset, suitable for use within a first-person shooter style game.

I've created the high-poly mesh first. Right now, it's about 170k triangles in total, and I'm faced with the task of laying out the UV's. So, with that in mind, I've got to create the low-poly model. My question is, given I've not worked this way before, which structural details can I get away with using a normal map? My experience of normal maps has been using them for surface aesthetic detailing, so I'm a little hesitant as to what I can strip from the high-poly.

Here's a viewport shot of the high-poly mesh:


http://img196.imageshack.us/img196/379/stpaulshi.jpg


As can be seen, there's a lot of structural detail that I've modeled in, but for the low poly version, should details like the windows, frieze and columns be left intact? I'll still need to go into ZBrush and add surface texturing to the stone, but I guess I'm wondering just how low-poly the in-game mesh can be, and how to go about deciding which details can be normal mapped.

As ever, thanks in advance for any advice / C&C / etc.

greevar
08-31-2009, 10:30 PM
There are some things you need to think about. What parts will the player be able to see? How close can the player come to the mesh? How many polys can the target machine handle? What type of game is it? RTS? FPS?

You can reduce the number of sides on rounded surfaces to reduce poly count. Flat surfaces such as walls and windows should be flattened into a single plane to be replaced with textures. Details such as fluting, relief, and other surface details should be replaced with textures. If your player will never see the roof, remove it. Remove anything the player won't be able to see. If the player is going to be able to come close to the mesh (i.e. FPS), then leave in simple details such as extrusion of the windows. Normal mapping minute details such as mortar joints and relief will help. If you will have a wider view of the world (i.e. RTS), then you may want reduce it to the very basic shapes (rotunda, walls, entry stairs). Things like crosses, grates, and such can be replaced with a simple plane with alpha channel textures.

danshewan
09-01-2009, 10:55 AM
Thanks for the reply, Dustin.

Since the player would be able to get up close to the building, I'll leave in the structural detail of the windows and lower grating. The mesh wasn't particularly optimal to begin with, so I've decided to remodel parts of each modular section to reduce the count - I'm aiming for around 6k triangles, given that it would be a prominent location. I'm not sure as to whether this is a little overindulgent or not (given that most poly count figures seem to focus on characters, unsurprisingly), but I think I'd struggle to reduce it much below that. I'll keep tweaking it, though, and see where I end up.


http://img257.imageshack.us/img257/8185/stpaulslo.jpg


I've already removed the rear, since it'll never be seen, and I was planning on removing the roofing. I'm confident I can really slim down the count for the dome section with normal maps, and the clock towers can be simplified. Obviously details like these will be easy to achieve without additional geometry:


http://img215.imageshack.us/img215/6577/stpaulsrevision.jpg


I'm wondering about an alternative to modeling in this detail, given that it's still very much visible to the player at ground level? Would instancing the small supports be a viable option to reduce the count?


http://img215.imageshack.us/img215/1381/stpaulsrevision2.jpg


I'll post some more progress shots as and when. Thanks again for the pointers.

C&C are still welcome.

greevar
09-01-2009, 10:54 PM
I would say lose the flat roof since the player will never see that unless they can fly/jump that high. There's a lot of polys on the roof that don't add to the quality of the object. The spindles on the roof can be replaced with a plane and an alpha channel texture. The player will never get close enough to really tell the difference. The eave supports can be left out altogether. The player will never know that they're missing. I would take out a few more sides to the rounded sections. You don't want more than 8-12 sides on the front and side sections. You just want enough to give a feeling of roundness. The rotunda can probably be done with about 8-10 sides since the player can only see it from a distance. The pillars can be as simple as 6 sides. The trick is to use as little geometry as you can get away with.

CGTalk Moderation
09-01-2009, 10:54 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.