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3 Dimensional Chat / Scifi Stuff

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AJ Schaeffer
11
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 24th Oct 2012 03:57 Edited at: 24th Oct 2012 03:58
I'm back!
Although you probably don't remember me anyways.
lol.
Anyways, here's a little something I made today:

The base to a scifi pillar.
Uses a 1024x1024 texture, a 512x512 detail texture, and a 1024x1024 spec/normal.
Only 108 tris too!

The screenshot was taken in Unity with the custom shader I made, but I could try to make a directx version if need be.
And if you guys like this style, leave some suggestions for other scifi objects and I might make a model pack for FPSC!

Next up, the rest of the pillar!

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AJ Schaeffer
11
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 24th Oct 2012 04:03 Edited at: 24th Oct 2012 04:04
Here's the wireframe with the plain diffuse shader:

I'm gonna try to get this looking good in FPSC.



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RonsWare
10
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Joined: 5th Sep 2010
Location: Netherlands
Posted: 24th Oct 2012 14:55
It looks very good.
We all good use a good Scifi Model Pack

Cheers
Ron.

Programming is learning
Sergey K
16
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Joined: 4th Jan 2004
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Posted: 26th Oct 2012 00:07
@AJ Schaeffer: looks pretty good!
but could u try to put Polygon wireframe instead?

Advanced Updater for your games!
AJ Schaeffer
11
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 26th Oct 2012 00:13
@Sergey K: I'm not quite sure I understand

DarkJames
11
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Posted: 26th Oct 2012 02:07
Basicly, a wireframe picture, without a texture.

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Quik
12
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 26th Oct 2012 15:51
In this game, since the model is hardly complex, there's little reason to do so?



Whose eyes are those eyes?
AJ Schaeffer
11
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 26th Oct 2012 19:05
Quote: "In this game, since the model is hardly complex, there's little reason to do so?"

Little reason to do what?

Quik
12
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 26th Oct 2012 21:17
wireframe without the texture



Whose eyes are those eyes?
Vorgra
7
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Joined: 30th Oct 2012
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Posted: 30th Oct 2012 12:26
Just curious what the triangle count is on that, I count that as 108 triangles, you could reduce that down to 76 triangles by haveing those "struts" as independent geometry.
AJ Schaeffer
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Location: Jacksonville,FL
Posted: 30th Oct 2012 20:59
Good thinking Vorgra.
And yeah 108 triangles

GregA
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Posted: 15th Nov 2012 11:59
As I have had greater than 250k triangles updating at 60fps on this here primitive computer, I don't think you should get too bent out of shape about 25 triangles. My understanding is that modern video cards are more limited by their pixel fill rate than the vertex count anymore...

On the other hand... It is a great discussion to have.

In the days before the fancy almost magical GPU's that we have here in 2012, we made our models out of a single island mesh, because we didn't have z-buffers, and the polys penetrating each other would be drawn overlapping, rather than with the nice z-buffer effect we have now.

As a result, there seems to be some legacy in text books or something that all the graphic artists want to keep their model as a single water proof mesh, and this is not needed anymore.

I think you could even make those facets on the sides limbs and throw some animation in there and not take a significant performance hit.

The real bottlenecks are when you have multiple different shaders doing complex multi-texturing. Also, from my reading of the forums some people have issues when they get up to thousands of individual objects in DBPro.

But I don't think poly count (as long as you keep the scene graph less than a million polys...) has been an issue for a number of years...

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