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guhhh's Avatar
Old (#501)
It's simply amazing how much work you have to finish this project!! Congratulations, i loved the hand painted textures and the design of your project!
Offline , spline, 100 Posts, Join Date Aug 2008, Location Brazil  
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funkdelic's Avatar
Old (#502)
Quote:
Originally Posted by slipsius View Post
I went to save your finals for inspiration, and well, would you look at that. My computer mysteriously saved them to polycount banner resolution. weird....




Thats funny, can you believe the same happened to me?
Offline , vertex, 46 Posts, Join Date Apr 2008,  
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JR's Avatar
Old (#503)
I've already said this... but it's worth to repeat. This thread should be on PC showcase. So much useful information, and such beautiful artwork shouldn't fall in oblivion. This thread deserves the highlight.
Open for freelance works - Check out my Blogfolio
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JasonLavoie's Avatar
Old (#504)
+1 mill to that post :P
Jason Lavoie | Environment Artist - Digital Extremes | enviro wiki | The Game Dev Cast
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ParoXum's Avatar
Old (#505)
So much threads deserve to be there lately, still they never seem to get attention from the right persons.


Vincent Mayeur - Environment Artist
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slipsius's Avatar
Old (#506)
I sent in a formal request to the admins to get this on the banner
Stefan Lipsius | 3D Animator | www.StefanLipsius.com
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adam's Avatar
Old (#507)
I can get this one up in the banners for sure. We need to get some more character work up there also!
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Snader's Avatar
Old (#508)
Quote:
Originally Posted by Justin_Meisse View Post
The image is correct, the interpretation is wrong, that image is about vertex counts not draw calls.
But isn't it so that each draw call only renders a bunch of connected/stripped triangles? And that thus each triangle island, including those from smoothing group/mesh splits, is a new draw call?
Geospheres rule, regular spheres drool!
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SHEPEIRO's Avatar
Old (#509)
cant believe i missed this... really nice work

would love to see some more detail in the chateau's steps and i think its missing a touch of bedded in-ness... possibly some alpha decals around the arches and windows to make them sit better would help it to look a touch more solid
senior lighting artist @ r*north
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Jessica Dinh's Avatar
Old (#510)
Ahh, oh my goodness, I can't express enough how honored I am to be added to the banners . . . thank you so much to everybody for supporting my work and helping me to make it better!!
Offline , dedicated polycounter, 1,674 Posts, Join Date Nov 2010, Location Orange County, CA  
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KyleJensen's Avatar
Old (#511)
Fantastic work. Congrats on making it to banner status!
Offline , polygon, 645 Posts, Join Date Mar 2010, Location Long Beach, CA Send a message via Skype™ to KyleJensen  
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hathol's Avatar
Old (#512)
Congrats on the banner! This is probably one of my favorite threads on pc! Too many goodies lurking inside. Hurry and post in your new thread so I can pick everyone's brains some more.
Offline , vertex, 43 Posts, Join Date Oct 2011, Location Toronto  
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JR's Avatar
Old (#513)
Congrats Jessica, you made it! I hope that now although you are a PC elite member, you stay talking with us, poor average joes.
Open for freelance works - Check out my Blogfolio
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pseudoBug's Avatar
Old (#514)
Amazing thread, full of amazing talent, and amazing people with amazing critiques and amazingly helpful information.

This is my favorite thread on polycount for this month or so.
Offline , spline, 222 Posts, Join Date Feb 2005, Location My chair  
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SirCalalot's Avatar
Old (#515)
Jessica, you are an inspiration and true talent!

I was following this thread from day one, but only now finished reading the last few pages. Everyone on Polycount has been wonderful and the information in this thread is invaluable.
This is why the forum is so great.

Congrats on making the banner too, Jess
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Visceral's Avatar
Old (#516)
Congrats to the feature looks awesome!
Offline , polygon, 644 Posts, Join Date May 2010, Location Sweden  
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Alberto Rdrgz's Avatar
Old (#517)
grats, jessica.
- Environment Work - [Art Dump] [CGHUB]

Env. Texture Artist - Ready at Dawn Studios - [Esc Challenge]
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dissonance's Avatar
Old (#518)
congrats on your banner, you certainly earned it!
Offline , spline, 160 Posts, Join Date Dec 2011, Location orange county, ca, usa  
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Computron's Avatar
Old (#519)
500 posts in this thread, wow. Congrtas Jessica on the banner.
Offline , dedicated polycounter, 1,483 Posts, Join Date May 2011, Location Minnesota, USA  
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z0ltan's Avatar
Old (#520)
So much awesome all in one place. Much deserved banner!
Sketchbook :: Website :: Download cool things -> Vertex 1
Offline , spline, 112 Posts, Join Date Aug 2010, Location Malmö, Sweden Send a message via Skype™ to z0ltan  
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Pangahas's Avatar
Old (#521)
Congrats and thanks for the inspiration
Offline , spline, 244 Posts, Join Date Nov 2009, Location Philippines  
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Xoliul's Avatar
Old (#522)
Quote:
Originally Posted by Snader View Post
Yes, a bit.


In the top image, you can see there are 12 chunks of polygons, so 12 draw calls.

Every 'split' in the model is a draw call. Every UV island is an extra draw call, every smoothing group, every instance of a prop in the scene. Everything gets divvied up in to small bite sized pieces. Having two smaller pieces instead of a large one doesn't cost any more effort to render, but it does take every so slightly more time because instead of the CPU telling the GPU "now render this", it has to say "now render this, and that".
That's not correct. Drawcalls are very simply put, when the Draw() command is called for a specific mesh AND material/shader. DirectX (or any other graphics API) can render any model/object in a single call, but it can only use one material for this call. So if you have two models, that's two drawcalls. If those models have two different materials, that's 2 times 2, so 4 drawcalls, since for every model you'll have to call the draw function for the part with material A, and then for the part with material B.
Smoothing group splits and UV splits do not affect drawcalls. They do increase the FINAL vertexcount, which is more important to judge the performance impact than tri/polycount.

Sorry to detract from the work, but I'd prefer the information in a featured topic to be correct ;)
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pseudoBug's Avatar
Old (#523)
@xoliul

This thread seems to be all about people chiming in with helpful info, so I don't think anyone really minds a bit.

I believe someone else said something to this affect in response already. . . I'm personally glad that people take time to post when they see info they feel to be not totally accurate.
Offline , spline, 222 Posts, Join Date Feb 2005, Location My chair  
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Oniram's Avatar
Old (#524)
awesome that this is up on the banner now! and well deserved. great job jessica.
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switz's Avatar
Old (#525)
Stunning work, I am unbelievably inspired by your patient work ethic. :]
Offline , spline, 141 Posts, Join Date Jan 2011, Location USA  
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