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FPSC Classic Models and Media / Road Cone Almost Completed

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the inovator
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Posted: 8th Sep 2007 20:15
I have almost finished the road cone that will be added to the construction entities that I am producing. Attached is a snapshot so far.

www.hotpointhosting.com

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SamHH
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Posted: 8th Sep 2007 20:26
make sure you post an ingame screenshot or else this thread might get locked.
xplosys
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Posted: 8th Sep 2007 20:44
I don't think it's required in the chat section.

That looks almost real, TI. Nice one.

Best.

I'm sorry, my answers are limited. You must ask the right question.

SamHH
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Posted: 8th Sep 2007 20:48
polycount?
DarkFact
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Posted: 8th Sep 2007 21:16
Quote: "I don't think it's required in the chat section."


No, but shouldn't this be in Models/Media?

~Dave

Phoenix Sentry Programmer
xplosys
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Posted: 8th Sep 2007 21:30
Quote: "No, but shouldn't this be in Models/Media?"


Not if it's not FPSC ready.

Ya know..... there sure are a lot of forum police around here. LOL

Best.

I'm sorry, my answers are limited. You must ask the right question.

DarkFact
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Posted: 8th Sep 2007 21:33
Quote: "Not if it's not FPSC ready."


Hmmm. Didn't know that. Gotcha

~Dave

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the inovator
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Posted: 8th Sep 2007 22:00
Thanks for the comp X

www.hotpointhosting.com
fata error
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Posted: 8th Sep 2007 22:38
wow i dont think that needs any more work it alredy looks real
the inovator
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Posted: 9th Sep 2007 00:05
Thanks, But I just finished the texture and put it ingame so check the models and media area for the ingame shot and finished textures.

www.hotpointhosting.com
KeithC
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Posted: 9th Sep 2007 00:07
You're going to need an in-game shot, T.I.

the inovator
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Posted: 9th Sep 2007 00:08
Well, it appears that the thread has been moved already to the models and media area so her eis the ingame shot for you guys. comments are welcome.

www.hotpointhosting.com

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KeithC
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Posted: 9th Sep 2007 00:12
Thanks.

It looks great, but (and I know you hate hearing this) it appears to use more polys than you'd need in such a minor object. Texture work is great though.

-Keith

the inovator
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Posted: 9th Sep 2007 00:23
she has a weight of 352 tris. about 82 tris more than I had intened. Sorry bout that and thanks for the texture comment. I will try to have the download available within a couple of hours. Right now I need to go burn some steaks on the grill for dinner. lol thanks again for the comments guys.

www.hotpointhosting.com
Cheese Cake
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Posted: 9th Sep 2007 01:36
Sorry i am not saying that i dont like it.
But i could make a cone with much less tris.

Still it looks nice, and a good texture.

Cheers,
Cheese Cake.


the inovator
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Posted: 9th Sep 2007 01:38
Ok. the download is ready just go to models area of my site and enjoy link below

Site Link here

www.hotpointhosting.com
the inovator
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Posted: 9th Sep 2007 01:40
the hub of the cone (where it meets the base) is where the polys are jumping at. could have more than likely done without the extra curves.

www.hotpointhosting.com
SpyDaniel
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Posted: 9th Sep 2007 12:57
Why do you bother releasing ridiculously high poly models for download? This is not Shrek 4, it is FPSC, we need low/medium poly models.

Imagine having 50 of these in a level, it would end up lagging a lowish end machine, probably even a decent system would struggle, the way FPSC is.

It would have been just as good, with around 40 tris.

the inovator
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Posted: 9th Sep 2007 17:54
Hi higgins, I see you havent changed.

I need to state my opinion without this thread turning into a firing squad. I will agree that I could have made this model with less tris, but even then I would have wanted at least 200. Let me ask you somthing. if you had an ashtray that had 250 tris and a water tower that had 250 tris would you not use the ashtray if you wanted it in the game? 250 is 250 no matter what it is applied to. it is all about choices and prefference.

There is a reason that I stayed gone about a year before returning.

The point is that the model will work in the game with a resonable amount of placement. Unless I start asking 50.00 for an fpsc ready model, lets keep it simple, either use it or dont use it and leave it at that.

PLEASE NOTE: This is not directed to you Keith, I can appreciate the way that YOU poilitly stated your opinion. As for everyone else thank you for your complements and I will be producing more soon included in the downloads will be a poly count and Warning for unsuspecting upcoming game developers if the model warrents it.

www.hotpointhosting.com
Cheese Cake
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Posted: 9th Sep 2007 19:25 Edited at: 9th Sep 2007 19:26
The innovator.

I see what you mean.
But lets see it like this...

I am testing a game, just going for a quick go through the level.
But also i am playing it for looking at the details, level design etc...
Finally i get in a room, and i noticed this ashtray on a table.
When i get closer i see that this model is very "detailed".
But when i think by myself, i started to wonder...
"Wow, why is this model so high poly? I mean look at the size,
who wants to risk their framerate for such a small model?"

You see what i mean?
I am not saying, "Model some low-poly or else!"
I am just telling my point of view.
And that it would be easy to make a low-poly model with the same "looks".

Quote: "ashtray that had 250 tris and a water tower that had 250 tris would you not use the ashtray "


I would go for the water-tower.
Since an ashtray is so small that it wouldnt even be noticed.
Low-poly doesnt mean that it has to be ugly.
But i can tell you...
when we both make a test level, you with your custom media.
And i will do the same with my custom media.
Lets just say....hmmmm a simple living room as theme.

I know for sure that my test level would run better then yours.
Since all your small models are untill now up to 250.
Then i would like to know how much tris a chair is when you model it.
So that means when you place all your models in 1 room..
(with all i mean: basic furniture, so not overdoing)
the framerate would drop down to 15 or so.


But you must do what you like.
I am not saying stop making high-poly models.
And also, i am not saying that they look ugly.


Cheers,
Cheese Cake.


the inovator
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Posted: 9th Sep 2007 22:04 Edited at: 9th Sep 2007 22:05
You make a very valid point Cheese cake. I am just trying to find a happy balance between tris and texture quality to have the end result be the best model possible.

www.hotpointhosting.com
Rebourn Games
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Posted: 9th Sep 2007 22:09
I think the point some people forget is that is you don't like it then don't download it - its that simple

it looks great innovator - good work - I like the texture

http://rebourngames.googlepages.com
KeithC
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Posted: 9th Sep 2007 23:11
Nobody's forgetting that, Rebourn; but we are (have been) trying to help TI with his work, to ensure it's game-ready. No matter how good something like this looks, if it causes someone's frame-rate to suffer (especially with FPSC's low rates) ...they most likely won't use it. A good texture can make something that's low-poly, look more detailed (especially with additional maps).

-Keith

Cheese Cake
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Posted: 10th Sep 2007 00:44
Rebourn Games.
Like i said its not like i dont like it.
Its just that he could easily reduce the polycount.
Nobody said that the model wasnt any good am i right?
And of course we know...that if we dont like it then dont download it.

But we may give crit and comment.


Cheers,
Cheese Cake.


the inovator
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Posted: 10th Sep 2007 01:41
yes you may and I thank you for it. It helps me and everyone else as well. It's just a matter of how work is critisized for example wording.

www.hotpointhosting.com
KeithC
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Posted: 10th Sep 2007 04:06
I just played an FPS that had a similar cone (without the extra lips on the bottom); it had only 6 sides to it.

the inovator
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Posted: 10th Sep 2007 20:31
I understand and will work harder on lowering the tris and increasing the texture to accommodate. Thanks for the advice Keith I fully see your point and will try to adapt. I am just used to not having the poly restrictions and it is a little hard finding the proper balance of poly and texture. But as I said I will work on it.

www.hotpointhosting.com
KeithC
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Posted: 10th Sep 2007 20:42
I remember you telling us long ago that you come from a higher-poly background. You should be able to keep the texture and reduce the poly count; try it and see what the results are. As I said, the texture looks great.

SpyDaniel
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Posted: 10th Sep 2007 22:07
Funny, I thought I posted a lot more in this thread, hmmm, I wonder what happened there?

the inovator
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Posted: 11th Sep 2007 05:51
The right thing. and I appriciate it.

www.hotpointhosting.com
Cheese Cake
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Posted: 11th Sep 2007 10:18
Yep we dont want any flame war now do we?

the inovator.
How is the modeling going?


Cheers,
Cheese Cake.


s4real
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Posted: 11th Sep 2007 20:31
Nice to see u back inovator been a while the models looking good but pretty high poly count for a small item.

Best s4
rolfy
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Posted: 11th Sep 2007 21:46
Looks like everyone has commented on the poly's,lol.
I too have come from a high poly background and still find it hard when I have to lose some,but I'm getting better,high poly even in animation can be a drag when you have to render out a few thousand frames for a few minutes worth of film.
It,s all about detail where it's needed,I now save the higher poly stuff for the areas I feel that the player will look closely at,some animated objects can look crap if too low poly,ran into to this with Errant's little bot when I tried to animate the tracks,to make it look right would add more than the original model had.
The cone still looks great though,it has a spanking texture.

FredP
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Posted: 11th Sep 2007 22:04
I always try to make my stuff as low poly as possible then use texturing to bring out the details.Obviously in the case of weapons/characters more polys are required but for a static entity I try not to use too many polys since it's scenery.
TI has come a long way since he started making stuff and I am sure his progress will continue to improve.BTW the cone does look nice.

Please have mercy and use the search function.
the inovator
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Posted: 12th Sep 2007 02:42
Thanks guys I am learning more each day. Some days are good and some days..... well I could just slam my system in the floor. LOL.But again thanks for the comments.

www.hotpointhosting.com
yeah its me
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Posted: 23rd Sep 2007 02:25 Edited at: 23rd Sep 2007 02:26
It looks like you have an export error. either that, or it's just software incompatibility. In the modeling software pic, the cone has smoothed sides. But in the ingamee pic, there is no smoothing.Just out of curiosity, what software do you use?

About the polycount: I myself am also trying to get used to having to use lower poly models, and it's killing me.

Oh, and sry for bump

may god have mercy upon my enemies, I sure as hell won´t.

-George S. Patton-
TeMpLaR1
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Posted: 24th Sep 2007 04:06 Edited at: 24th Sep 2007 04:08
hmm yuh dont bump threads

stil good model good job

the inovator
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Posted: 24th Sep 2007 16:03
Thanks guys.

www.hotpointhosting.com

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