Author Topic: The new and improved 3D model topic!  (Read 4677437 times)


People start out with high poly models and lower the poly count for various games all the time, it's certainly possible but i assume it's quite time consuming and monotonous to do

I certainly wouldn't have the patience :cookieMonster:

Also, what is this model you want the poly lowered?

Not to be rude or anything, but they don't.
Trust me on that one, they don't.



Calender, have you tried ripping the low poly version of Fizz?
I know league has LODs for the player models.

Not to be rude or anything, but they don't.
Trust me on that one, they don't.
Actually, they do all the time.  They even convert sculpts to textures quite often.

Actually, they do all the time.  They even convert sculpts to textures quite often.

Modeling stuff in high poly sculpture programs like mudbox is not something that is game industry standard.
Explanation;

People start out with high poly models and lower the poly count for various games all the time, ....

I don't know 1 game company that does that. It's a silly way to approach game models.
Do they use sculpts to generate UV? Yes. Do they convert sculpts to models for game use? No. That's what i'm talking about here.

I have two acquaintances that have worked on various games. (Stephon worked on a lot of DS titles and my friend Christopher works for blizzard down the street in irvine.)
I have seen both of them model, and in no way does anyone else in the industry go as ass backwards as sculpting a model in such detail that their engine can't render it. or it doesn't meet their poly count goal.

I have seen sculpting to create UV and textures. Yes. But NEVER converted a sculpt to a in-game mesh.
« Last Edit: September 02, 2013, 05:16:38 AM by Pandan »

so did anyone actually try that thing that i asked about lol
There's fairly little I can do without removing major detail. I could try reducing some faces and removing some small details like the fish hooks but that's about it. What's the poly limit on the maximum amount you're willing to pay?

Actually, they do all the time.  They even convert sculpts to textures quite often.
It all depends on one's workflow. Some prefer to sculpt the object first and then make a lower poly version of it. Other start by creating the game model and then sculpt in detail for baking.

yeah, sculpting pretty much always comes first, dunno what you're going on about, mang

There's fairly little I can do without removing major detail. I could try reducing some faces and removing some small details like the fish hooks but that's about it. What's the poly limit on the maximum amount you're willing to pay?
I actually have no idea how many polys=price
Whatever can be done would be nice, I guess. As long as it looks like the actual thing, probably.
But yeah, whatever you can do will work

[imghttp://hostr.co/file/a4xBXvjYYUdj/grej.png[/img]
idk  :cookieMonster:
35 more tog o lol!!!!!!!!!

yolo i'll just post it here incase anyone wants to take a shot at it
http://www.mediafire.com/download/nwc8zxvhki51p92/fizz_fisherman.obj
SHAARRRK

You could extrude faces along the model, but that would be hours of work.
« Last Edit: September 02, 2013, 01:06:19 PM by Aware »

as a stuffty modeler i was particularly proud of this one

i feel like the barrel is too thin and doesn't really fit in with the general design of the gun because of that
what do you guys think


as a stuffty modeler i was particularly proud of this one

i feel like the barrel is too thin and doesn't really fit in with the general design of the gun because of that
what do you guys think
I would go with an octagon on the chamber but besides that i like it

Modeling stuff in high poly sculpture programs like mudbox is not something that is game industry standard.
Explanation;

I don't know 1 game company that does that. It's a silly way to approach game models.
Do they use sculpts to generate UV? Yes. Do they convert sculpts to models for game use? No. That's what i'm talking about here.

I have two acquaintances that have worked on various games. (Stephon worked on a lot of DS titles and my friend Christopher works for blizzard down the street in irvine.)
I have seen both of them model, and in no way does anyone else in the industry go as ass backwards as sculpting a model in such detail that their engine can't render it. or it doesn't meet their poly count goal.

I have seen sculpting to create UV and textures. Yes. But NEVER converted a sculpt to a in-game mesh.
yes, you and your two industry friends means you know everything about the industry.  Stop trying to act as if you're so special because you know a few people in the industry.  Having tested maps and seen the workflow of guys at DICE, Irrational, Crytek, and so on (see? I'm special too!), I know that different people work differently.  Crazy, right?


The glass effect is on purpose, I just made this to use as my wallpaper.