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FPSC Classic Models and Media / Maximum Poly Count for characters in FPSC?

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Reyvyn
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Posted: 31st Oct 2008 02:47
Well, as the title says, I'd like to know the realistic maximum number of polygons that a character model can have in FPS Creator x9.

I've been modelling for about 9 years now, so I am perfectly capable of making my models in various LODs (Levels of Detail), I just need to know how many polys would start to drag down the FPS(frames per sec) if I had, say, up to 9 characters on-screen at once.

At the moment, my main character model (most of my enemies will be wearing similar uniforms, so I only need like 4 models and the rest will just be re-skinned) has 5,540 polys and I need to know if that's pushing it too far. If so, I also have a very low-poly version of the same model that is roughly 1,600 polys.

Any help will be greatly appreciated, so thanks in advance.
Aaagreen
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Posted: 31st Oct 2008 12:51
I'd say 4000 is pushing it. So i'd keep it at around 3000 polies.

Violent Pigeon
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Posted: 1st Nov 2008 00:55
Well, by polys do you actually mean polys or tris, Tris I would say maybe 5000-6000 tops, so aim for around 3000, 2000 to be honest. Its not normally necessary to work above that amount. Normally, then with added weapon (1000 polys for fpsc) that brings it up to like 8000 Tris in total, or 4000 Polys.

So any higher than 3000 polys for your character is a bit over the top really. Add Bump, spec, occ maps and all to give your character that bit more detail rather than modeling it all in.

Goodluck and I hope to see some of your work later on

Svothe

My MMORPG: check out the forums at http://www.mechtec.net/forum

Reyvyn
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Posted: 2nd Nov 2008 11:30
I was able to make some more of the character's equipment a little less detailed with geometry and I think I can do the majority of the rest of the detail with bump/normal, spec, occlusion maps.

The poly count (in tris) is down to 4974. I don't want to go too much lower than this if I can help it, because it's looking nice for my first modern-day-ish soldier model (I usually do monsters cuz they don't have to be as proportionate, lol).

Here's a couple screens (in Blender) of the unrigged, new medium-poly model:





The skin needs a little more polish, but so far it looks okay.

This is going to be the model for most of the characters in the game, I think, with a couple of re-skins.

I actually think I may base all of the rest of my characters around this model. (i.e.- just swapping around the gear they are wearing and re-skinning them could provide a lot of options with minimum amount of work for me... at least until everything's up and running right.)

So, this brings another question to mind for you veterans of FPSC: If I am careful to control the number of these high-poly models on screen and limit it to no more than 3 of 4 at a time, what kind of a framerate hit would I be looking at?

Thanks for the responses and the help guys.
petsall
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Posted: 2nd Nov 2008 14:21
offtopic: Coul you make some kind of tute for modelling these

]"Your greatest teacher is your harshest critic"-Butterfingers
CoffeeGrunt
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Posted: 2nd Nov 2008 14:46
Quote: "So, this brings another question to mind for you veterans of FPSC: If I am careful to control the number of these high-poly models on screen and limit it to no more than 3 of 4 at a time, what kind of a framerate hit would I be looking at?"


Depends on level size, AI script intensity, computer setup, etc, etc....

I think that models on the edge of acceptable poly count. I wouldn't add anymmore, I'd try cutting unnecessary polies off. Great job though, that's an excellent model! I'm with Petsall on the Blender Character modelling tutorial request.....please?

Ocho Geek
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Location: Manchester, UK
Posted: 2nd Nov 2008 15:00
Hey Reyvyn, can you do FPSC rigging in blender?

i've been wanting to rig a weapon I made in blender but i have no idea where to start

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
henry ham
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Posted: 2nd Nov 2008 17:18
i am sorry to ask this but did you make this model yourself or have you just retextured it ? as im sure ive seen it before .

Ocho Geek
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Posted: 2nd Nov 2008 18:00
the swat from fpsfiles?

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
henry ham
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Posted: 2nd Nov 2008 19:03 Edited at: 2nd Nov 2008 19:03
no this one

ninja9578
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Posted: 2nd Nov 2008 19:41
I notice that you are in object mode. Blender shows you the number of polys in the entire scene in Object mode. If there are other models in your scene then that number isn't right, you polys of a specific object are shown in edit mode.

Try using the decimate modifier for your model. It's a very advanced little algorithm and works great for me. I see very little difference in the decimated mesh from the original if you don't go nuts with it. Of course, you will have to do some touchup work, but it's better than decimating it yourself

Nothing is impossible
henry ham
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Posted: 2nd Nov 2008 23:10


SamHH
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Posted: 2nd Nov 2008 23:25
Good call Henry.


henry ham
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Posted: 2nd Nov 2008 23:35
Quote: "Good call Henry"


i was sure i had seen it somewhere with a differant textue

Cheese Cake
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Posted: 3rd Nov 2008 00:34
Yep looked very familiar.

Reyvyn.
Why would you want to claim somebody else his work as your own?

Reyvyn
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Posted: 3rd Nov 2008 05:53
Actually, I bought the model and never said I made anything FROM SCRATCH.

Mainly, I have been re-sculpting it and retexturing it for use as a Beta model while my model guys work on the real models for the game. This guy was going to be used as a guideline for the time being.

So, yes I have been working with it, so NO it's not exactly the same model as listed above...

And according to the place that sold me the models that were in this pack, it's royalty free...

Again, I never said "I MADE THIS MODEL ALL BY MYSELF", nor ever meant to imply that. I just do texture work and coding for the most part.

So, to whoever made the original model (no names in the readme for the pack were associated with any particular model) thanks.

And stop putting words in my mouth and trying to start drama, if I wanted that I'd go back to high school.

and if someone wants to start a flaming gay war over this line:

"...for my first modern-day-ish soldier model" I'll clarify...

"...for the first modern-day-ish soldier model I've worked with."

Sorry, I didn't know I'd need a proofreader and an editor to post on the forums...
henry ham
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Posted: 3rd Nov 2008 09:55
i am not starting a flame war .

we get a lot of noobs on this forum that want to boost there ego by posting somebody elses work & claiming them as there own ,there are very strict rules about pirated media on this forum so call this a heads up.
if like you say
Quote: "I've been modelling for about 9 years now, so I am perfectly capable of making my models in various LODs (Levels of Detail),"


you or your team of
Quote: "model guys"
should be carful of what you post ,if its a retexture of a model simply state that its much safer & will stop posts like this one .

try posting some of your own models here for people to see, that way people can see the quality of work you can do & will restore your good name.

cheers henry

Cheese Cake
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Posted: 3rd Nov 2008 10:12 Edited at: 3rd Nov 2008 18:57
I now know where this model is from.

It isnt bought...its from a site which contain illegal models.
I will not post a link since people shouldnt visit that site.

EDITED

Reyvyn
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Posted: 3rd Nov 2008 12:48
I did buy the model from a vendor in Portland back in march at some stupid computer show with my uncle and my brothers and it came with a ton of models on the disc.

I usually only buy models from TurboSquid or find modellers on 3DCafe that will make decent stuff at fair rates... guess I'll just stick with that next time...

So, all you're telling me is that I got ripped off for $180 (which is friggin' lame, sorry but it is) and I can't use the model (which I wasn't going to use in the final or even the beta of the project anyway).

The only changes I did was make it slightly lower poly (by almost 1000 tris, mostly in the face) than it was so that I could use it as a placeholder and a guide, since (like I said) I suck at proportions and mainly stick to mutants, monsters, aliens, and other things that don't have to be proportionate to a human.

I also have a (very) low poly version and a high-poly version (zbrush) of this model that I did make by using this one as a guide, but the characters in my game are not in present-time at all so this specific model would be out of place anyway (think cyber-punk-ish).

So... hopefully this is clear: This model simply has the rough number of polys I am aiming for and is only to be used as a placeholder while I build the actual model.

Anyway... the readme doesn't say anything about Valve, but if you aren't gonna post a link here, don't you think you should alert Valve? I'll do the same on my end, cuz that's lamesauce...

I'm sorry I snapped at you, but I don't take kindly or lightly being accused of stealing other people's work when I wasn't.
I read through all of my posts and do not see where it explicitly says that I made that model.

Bottom line, I'll dump this model and see if one of my model guru buddies can whip me up a new, custom crap model I can use for proportions and I'll just stop posting here, because this thread has gone so far off topic it's ridiculous...
CoffeeGrunt
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Posted: 3rd Nov 2008 13:26
Quote: "at proportions and mainly stick to mutants, monsters, aliens, and other things that don't have to be proportionate to a human.
"


There's a sad few mutant or alien characters available, if you make some good ones, you could get some good money.....

Cheese Cake
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Posted: 3rd Nov 2008 18:58
Hey i understand man! I have edited my previous post.

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