Game Art Mini Challenge #2 - Gate to a Tomb


#61

Hi Stalker
I assume you used Poly modelling to achieve this, true?
Remember everyone who’s on the way with max, the actual polycounter does NOT count triangles of a editable poly. To get the correct count put a meshselect or editmesh modifier ontop the model or use the very handy script “Epolycounter” of Juan Martinez at: http://www.juantwo.com/
think it’s compatible for all last maxversions.

Michael


#62

a HAH !!!

i thought i was having an easy time with it…

thanks for that :slight_smile:

G…


#63

How does the PS2 handle double sided polys or double sided materials / textures…?

for the fence railings around my tomb, i’ve whack in some double siders…could i get away with having single sided polys and making the material / texture 2 sided within max’s mat editor ?

cheers :slight_smile:

G…


#64

No problem with double sided faces. While tecnically, they would count as double the polys, the PS2 handles them just fine, with no issues. So as far as this comp goes, they will not count for extra polys, just under the normal count. If I were an art director for this project though, I would insist that all polys that don’t have to be double sided aren’t.


#65

another question :stuck_out_tongue:

say i’ve made an unattached / unwelded door for the doorway of my tomb, with plans to mirror it over for the second door of the same doorway…

could i get away with not counting the polys for the second mirrored door, because it’s exactly the same as the first door, geometry and texture / UV wise ?

G… :smiley:


#66

mhmmm

i think its safe to say that counts as twice as many polys. it’s not like the camera doesn’t see it (a-la double-sided polys).

otherwise we could just model half the mesh and mirror the whole thing and it only be 300 polys :slight_smile:

twould be cheating :slight_smile:


#67

by the way - a tip for any one having problems with the polycount:

delete underside polys, backfacing polys and anything that the player won’t be able to see (like round the back or underneath or up top)

you can save hundreds of polys doing this which can all go into detailing the mesh and won’t affect how it looks in-game.

that is, if PS2 is capable of this :slight_smile: (glad I didn’t buy one lol)


#68

yeah…my intentions for that question were innocent…

it actually came from when Unreal Tournament 2003 came out…i remember seeing a BUZZ vid and they said when they made multiply instances of the same prefab, it had little system overhead because it was kept in memory blahblahblah…

as soon as i posted it, i realised you could build half a model and mirror it over…D’OH…lol

i thought i’d wait out Dargon’s answer just incase…but i think i’d pretty much have to agree with you that it should be left out…

i’ve got about a hundred polys left, but i want as many as possible to put detail back into it…everything that doesn’t need to be in it, isn’t…i got taught by Doc too, so i know all the dirty tricks :stuck_out_tongue:

G…


#69

No way???

u got taught by Paul Docherty???

Did you go to Teesside?

On that note, he wouldn’t be too happy to know that we don’t have to weld this all together. One of his recent modules was to make a whole game level segment with 15000 polys… all welded :slight_smile:


#70

yeah dude…i’m STILL at Tees…i’m going back to my final year in a couple of weeks…

and something that’ll really make you laugh, i live about 4 doors away from you…i recognised your self portrait model from your site…i was being nosey…don’t you live with those Greek looking dudes…???

and DOC…psh…i haven’t heard anything from him all summer…i’ve heard loads from De Sa though…which is weird…

at least we’re using Max though…he’d go up the wall if we didn’t… :stuck_out_tongue:

G…


#71

noooooo way???

what’s ur name? which house are you in this year? which one were you in last year?

yeh I’m still living with the Greeks, same house too.

i havn’t heard anything from Doc either. pretty shit*y if you ask me, since there are a lot of unanswered questions on t3df.com which are panicking students half to death over final year projects and other things. bout time he updated that site and put some of our work up too I think.

you spoke to De Sa? I havn’t been in touch with any of my tutors really this summer.

Can’t wait to get back into it all tho. I’m getting fat sitting on my ass doing projects all day long :slight_smile:

You got a site up somewhere I can see your work?


#72

lol…i think it’d be better on msn, yo…

i don’t wanna get banned for hijacking this thread… :stuck_out_tongue:

whaatahh@hotmail.com if you have it…otherwise pm me or email…

G…

P.S Glynn, number 15, used to have tied back, long hair and prolly wearing baggy jeans…i started the t3df thread that you went on to talk about the final year stuff…no website, which is cool because i always leave my uni work till last and end up rushing everything… :banghead:


#73

This thread should stickied it is getting mixed up with the challenges.


#74

How do I count tris in Maya? I cant find it in the UI elements.

Oh and btw. I’m in the competition to. Soon posting screens!


#75

Ok max users!
Vertex Paint!!1oneone!!eone

Its so easy that it isnt even funny

select your object
select vertex paint modifier
paint away


#76

Use this script. It’s from Bonus Tools, which you can download free from Alias, which I highly recommend everybody who uses Maya and Polygons, or even Sub-d’s to do.


#77

lol that is pretty easy and to think I use it all the time heheh


#78

hmm the shading works in the viewport but not in the rendering


#79

yeh it’s real easy to do with that modifier. thx :slight_smile:

so still the problem of how to render with the vertex colours intact


#80

Granted it’s been ages since I last touched MAX, but isn’t there are Vertex Color material node? I seem to recall a node you could apply to the… ah… uh… colorchannel I suppose, and presto, thar be vertex colors in tharr render.

Maybe not though, as mentioned it’s been a while since I’ve handled that proggie.

I do know that rendering vertex colors in Maya costs money, there’s a plugin required that comes with a pricetag. Viewport vertex colors rivals the easyness of MAX though: “Edit Polygons -> Colors -> Paint Vertex Color Tool”. That, and the MentalRay “Bake GI To Verticies” seems like pretty useful tools for this :).