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Don't consider alpha test to be a guaranteed free, in fact for mobiles it's often more expensive than alpha blend.
On iOS and other OpenGLES devices you're going to get wayyyyyy better performance if you put in a few extra triangles than if you need to do any alpha testing or alpha blending. These handheld devices use a type of deferred rendering and you don't get any saving at all from alpha test - in fact it's generally *slower* than alpha blend, because the shader needs to do the alpha blend and then call a shader discard.
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, triangle,
394 Posts,
Join Date Dec 2010,
Location Melbourne
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Yesterday suffering / enjoyment of a nice attack of nostalgia gamer ... and I remembered a great game of PSX ... the GREAT Medievil! And I decided to do a "remake" the main character ... so ...
The Galowmeere unbeatable hero has become! The GREAT knight Sir Daniel Fortesque !
Tris 3052!
BY THE POWER BLENDER!
Is that much more could have cleaned the Polycount ... for example, using cylinders 4, 5 or 6 faces to the extremities ... and and do the hand like a mitten ... but I liked how it turned out the modeling

Last edited by carlestenorio; 05-30-2012 at 03:21 AM..
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, null,
16 Posts,
Join Date Nov 2010,
Location Barcelona
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Last edited by Delko; 05-30-2012 at 10:59 AM..
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, spline,
122 Posts,
Join Date Feb 2008,
Location PA
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sick
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, polycounter,
1,099 Posts,
Join Date Jun 2008,
Location the slums of shaolin
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A little wooden club, 28 poly and 128x256 texture, I'm trying to improve :P. 
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, line,
50 Posts,
Join Date Feb 2011,
Location far far away
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For that texture size, you can afford more polygons, I'd either go for ~150/200 polys or a 64x128 texture.
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, line,
80 Posts,
Join Date Oct 2011,
Location Plymouth, UK
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Im just doing the art.
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, spline,
122 Posts,
Join Date Feb 2008,
Location PA
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Quote:
Originally Posted by Tigerfeet
JadeEyePanda - I still don't understand why you have all that extra geometry down the nose and across the canopy, and your wings still have bevels on them that don't do anything for the silhouette.
What platform did you have in mind with making this? If it's mobile, then the extra geometry doesn't make sense, and the texture is far too large to be useful, but if it's for pc or console then why the low-poly?
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I tried doing a method that someone earlier mentioned on the nose (definitely reduced triangle count) but it just looked too funny in the light. Taking a look at the released wireframes from the AirMech game, I did their version of the plane nose and it's causing less distress with lighting both in Maya AND UDK, and since I'm not trying to run this on an iPhone necessarily, I felt like I could push it. Unless I'm wrong ><
On that note, the assets intention is to be used in a high paced, frenetic shooter either in UDK or CryEngine with a fixed view. In another sense, it's also like a psuedo art-test for a game a friend of mine wants me to be an Art Director on (something I need advice for) so this was kind of like "I wonder if I could pump out a low-polyish game asset for this game and see if I can even make a good 3D asset.". It's not ridiculously high poly and only diffuse, etc, to constrain myself to the idea such assets would need to be mass produced by student game developers, etc.
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, triangle,
489 Posts,
Join Date Dec 2011,
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Quote:
Originally Posted by Tom Pritchard
For that texture size, you can afford more polygons, I'd either go for ~150/200 polys or a 64x128 texture.
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Thanks for the suggestions, I tried 64x128, it wasn't bad, as for the higher polycount, I'll try something next time :-).
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, line,
50 Posts,
Join Date Feb 2011,
Location far far away
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Delko - Sexy box, is it based on anything in real life? I feel the top and sides could do with some vents or lines or something to break it up. Also, some screen variations would be nice. Maybe you could make a separate sheet of say, 32x32s and have the other guy make a bit of code to randomly select a screen?
MadCarrot - I would say that a 64x32 might even be enough for something like this. Two unique sides and the other 2 instanced. What's your UVW map?
carlestenorio - did you read the title of the thread? Sub ~1000 triangles. Not to mention that you're just copy-pasting your post (it's the exact same as the WAYWO thread) just to get some extra praise or something.
JonConley - I'm torn. On one hand, refusing to use a decent texture is costing you massively, and it only looks worse in the end. Even right now at 1500 triangles you're missing his cheeks and lines around his mouth (p.s. mouth color shouldn't be black) and some other subtleties. On the other hand, not having the tie textured makes it so it scales nicely. You're going to need to add even more polies to get the outline effect on the nose and pants though. And you might be better off having the shoes as a very glossy material than having modeled-in highlights.
(oh by the way, you shouldn't use a texture for this at all, but just vertex painting)
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
, line,
67 Posts,
Join Date Jul 2010,
Location Curitiba / PR - Brazil
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@Snader Its based off a VT100 terminal. I thought about adding vents to the side but I already added one on the front and I wanted to keep it somewhat clean like the original. For the screen we're going to do a Fallout 3 Style pop-up window to display info.
This is still a WIP:

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, spline,
122 Posts,
Join Date Feb 2008,
Location PA
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Quote:
Originally Posted by Snader
MadCarrot - I would say that a 64x32 might even be enough for something like this. Two unique sides and the other 2 instanced. What's your UVW map?
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Well the uv's are mirrored, only 1 side is unique, I tried 64x32 but the render looks blurry and just ugly, unless I go to the unity3d and then it is just pixelated as hell with some random colour changes.
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, line,
50 Posts,
Join Date Feb 2011,
Location far far away
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Something I've been kicking about with, 494 tris, working on diff now.

Generally just messing about with the texture, I usually have some gritty thing going so I'm sprucing it up a little with pastels.
Plan on animating it afterwards as part of getting back into 3D shape.
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, polycounter,
855 Posts,
Join Date Mar 2009,
Location Liverpool, UK
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lol, nice presentation Lazerus
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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I've been stalking this thread and telling myself I need to do me some low poly stuff lately. Luckily things were a bit slow at work the last couple days, so I knocked this guy out for fun/practice:
Scott Campbell's the Philosopher!
Construction shot:
I should fix that construction text: there's alpha embedded in the diffuse TGA for the eyes and tassel.
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, triangle,
267 Posts,
Join Date Sep 2007,
Location Chicago, IL
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A new take on a wooden club - 40 poly and 32x64 texture, I hope it's better.

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, line,
50 Posts,
Join Date Feb 2011,
Location far far away
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Still think that you could spare a few more polys on that handle. Lovin' the texture though, got enough noise on there to not be plain, but enough definition that I can tell it's wood, well done!
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, line,
80 Posts,
Join Date Oct 2011,
Location Plymouth, UK
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I love coming here – thanks everyone for sharing your stuff.
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, null,
14 Posts,
Join Date Jan 2011,
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Quote:
Originally Posted by Tom Pritchard
Still think that you could spare a few more polys on that handle. Lovin' the texture though, got enough noise on there to not be plain, but enough definition that I can tell it's wood, well done!
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Thank you for the kind words :-). As for the handle, I don't think it will be as much visible but I will try more polys next time as suggested.
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, line,
50 Posts,
Join Date Feb 2011,
Location far far away
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why not just twist the handle 45*, that'll make it look rounder for same tri count
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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MadCarrot - like Baddcog said, rotating the loops a bit will create a more organic shape. Good going on reducing the texture size by about 94% and still making it read pretty well.
blorg - the side profile has some very sharp shapes, and the concave cheeks are a bit weird.
WipEout - IMO 6 sided limbs and an 8 sided neck are very much overkill.
Lazerus Reborn - I don't see what's supposed to be the front or the back. Or what anything is supposed to be, really.
DEElekgolo - if you've got the budget to model the window frames and put that many polygons into a trashcan, I think you can afford to model the empty space in the bookshelves.
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,248 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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Quote:
Originally Posted by Kurt Russell Fan Club
Don't consider alpha test to be a guaranteed free, in fact for mobiles it's often more expensive than alpha blend.
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Neither are free. One does a comparison operation. Other does a read operation and a multiply operation.
In more recent (at least 5 years now) GPUs and APIs, there is no more alpha test. When a call is made from an older API, the GPU simulates it with alpha blending anyways.
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, polygon,
740 Posts,
Join Date Jul 2006,
Location Ottawa, On
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Baddcog and Snader - thank you for the suggestions, I tried nicer shape and more polys on the handle this time but I made an axe istead of a club, 32x64 texture and 70 poly. I might need to rework the texture in few places.

Last edited by MadCarrot; 06-05-2012 at 01:46 AM..
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, line,
50 Posts,
Join Date Feb 2011,
Location far far away
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