Sluggs on 28/6/2004 at 23:49
OK! I now realize that the matchbox can have even fewer poly's so i will update the tut shortly. The matchbox will be made in the same way only once done, the faces can be merged into one if you take my meaning. In other words, all i have to do is add a little extra part at the end of the tut to reduce the poly count.
I can't really sort out this lower poly building just yet. I've alot on my plate at the moment. I'm working on 2 FM's and making models at the same time. Once they are finished then i shall work more on my models. Thing is, to have really low poly models you'll need to put the details into the textures and i am crap at graphics and can't make my own textures. FM's and model making can only work if you are good at everything required to make them. Folk's say: "Learn to use textures for added detail" and all that, yeah that's great if you're an artist. I'm just doing what i can. I'm happy building my models the way i have been. If i have to try and make all my models say around 40 poly's, i'm going to start getting burned out. I'm not ready for that yet. Lemme get my FM's done for now.
I understand what you are saying Schwaa, just give me a little time. I can't understand why the matchbox has been poked at regarding poly counts though when my other models are obviously more poly's. Nothing was said of the streetlights, which are obviously more poly's. That matchbox was my lowest poly model to date, yet it got poked! :weird: I'm not complaining, i just think it strange that my lowest poly model so far got complaints of having too many poly's when my other models have more poly's! See what i mean? :laff: I guess it's because of the tut.
You mad taffers' :tsktsk: :thumb: I wouldn't have it any other way. :cheeky:
Yandros on 29/6/2004 at 01:22
That turbine is fabulous! :eek:
ZylonBane on 29/6/2004 at 02:51
Quote Posted by sluggs
I can't understand why the matchbox has been poked at regarding poly counts though when my other models are obviously more poly's.
Because it's the first model of yours that
most obviously exceeds the number of polys that are strictly necessary.
sNeaksieGarrett on 29/6/2004 at 02:55
Nice turbine! :thumb: Nice website too! Those screenshots for your t2 fm are fabulous! :eek: Great quality picks.
~SG
Sluggs on 29/6/2004 at 03:18
I've updated the tut now. It shows how to reduce the poly counts as you make the model. :D
(
http://jasonotto.net/tutorials/book/book.html) Clicky!
Quote Posted by R Soul
I think at some point sluggs has had what I call a 'Matrix moment', when a new realm of possibilities is discovered. Custom objects are very liberating :cool:
Yes, it was a "Matrix Moment" and still is! :)
Quote Posted by ZylonBane
Because it's the first model of yours that
most obviously exceeds the number of polys that are strictly necessary.
Yes, you are right. I think it's fixed now. I can't really see how i can reduce them any more.
Thing is, don't ye need a few extra poly's in a model to reduce that lighting problem? It's a funny old World! One never know's what to do for the best!
[EDIT] Updated the tut yet again! :eww: It's perfect now! [/EDIT]
Ottoj55 on 29/6/2004 at 06:01
edit merge face, d'oh, right in front of me for so long, sluggs, how'd you get the spheres on your lamps so round looking, mine always look like choppy spheres and i get too many polys generally when i split the faces.
Sluggs on 29/6/2004 at 06:08
I don't know Otto! I just use a normal, unedited sphere from the left side of the editor. I don't have any special way of making them.
I've decided that to make an object, the best way possible, is to make it from scratch and not start off from a primitive and building from that. I am doing just this right now and it seems to be working. :D Building a model this way will also make it easier to texture. Things are looking up.
See what i mean...
Inline Image:
http://i71.photobucket.com/albums/i133/SluggsUK/anim8or/scratch.jpgThis is part of a water tower.
The Watcher on 29/6/2004 at 12:40
Quote Posted by sluggs
Thing is, to have really low poly models you'll need to put the details into the textures and i am crap at graphics and can't make my own textures.
I'm not sure how good Anim8or's renderer is (or if it even has one) but taking the example of the turbine I posted above, what I did was:
- build a high poly version of the end (about 1000 polys IIRC), texture it using simple textures (NOT the object textures supplied with Thief - most are small and grainy, the brush textures tend to be better: I used the Thief rust texture in the Mech family with some simple changes)
- render it with the camera facing directly at the surface with the at least one lightsource off to the top left (I used two)
- scale the resulting render down to something a power of 2 square (8, 16, 32, 64, 128, 256), palettise the image and ensure that none of the pixels are in colour 0 unles they should be 100% transparent.
- build your low poly model, apply the texture to it.
With a good renderer you can get some pretty good results, you don't get the lighting perfect but, by careful placement of lights and objects in Dromed, it doesn't look too far off. This is fairly standard practice even among the heavyweight engines - you can get an order of magnitude or more "apparent detail" than you really have.
It also tends to be a hell of a lot faster and easier to make textures this way that to try and do them by hand ;)
Sluggs on 29/6/2004 at 12:58
:eek: Awesome tip is that! Thanx. :thumb:
Fingernail on 29/6/2004 at 13:46
Indeed, this is a well known technique. If you download GameSpace, it even suggests that this is the best way to make textures.
Well, either that, or capture them from photos in my opinion. But that goes more for brush textures. See Alexius' tutorial supreme for what I mean.