Your creators are dead, child. You have nothing left in this world. Not hope, not salvation. Only the hand of God reaching down to suffocate your last whimper.
25% complete. CTS hurts too much to continue at this time. 58k quads - perfectly suitable for sc2 for what I'd use it for. Tentative upper limit is 100k but doubt I'll reach that. This is a 2 year old model I spent some hours updating today.
In sc2 this would be about the size of the screen. Might put it into SC2 in the late future; honestly rigging the weapons in sc2's confusing editor interface is more scary than finishing the model itself and then optimizing it.
I can't UV or texture so not worried about that.
Old model - about 15 hours modeling time. Updates took about 4 hours total; it's extremely hard for me to focus on something this difficult.
This is my most detailed model, along with the DyiithJhinn Juggernaut and Leviathan. It represents the pinnacle of my juvenile modeling skills I've struggled to nurture over 10 years.
man you have way too many polies there. 58k is way too much, even for sc2, the limit is 8k (based on thor) you should try reducing some. You should try a cap of 20k atleast since you want to cover the screen.
Polies don't impact performance nearly as much as they did in 2001. After stressing Supreme Commander's engine with as many high-poly models as I could (100k) on a relatively old computer and only moderately impacting performance, I'm pretty confident I could go well over 100k if I really wanted to.
Sc2's models are going to be very, very low poly because Blizzard wants the game to run as good as it possibly can on low and medium range hardware. I build my stuff exclusively for top-range.
(I also stress tested SoaSE's engine, but that was hard capped at 25k polies, so I couldn't put in a 50k monster even if I wanted to. Still, 200 20k ships didn't cause any serious performance drop and that is a very slow engine.)
What I think might be more of a problem with sc2 is the fact that a large amount of those polies is contained in moving turrets. Homeworld 2 could take a ton of polies but performance died with subsystems. We'll just have to see when I get around to trying it.
Also, I've exported some of previous mesk's models to SC2 (varying from 15k to 31k) and the only problem was the exporter taking like half an hour exporting them :P
I must admit that on my crappy laptop I didn't dare spam more than 15 of those units :P
Waste? Nah. High detail models are good when they are really big. I can't texture anyway so no matter. There are obviously parts that could be optimized a bit with normal maps but I'm not too concerned.
FPS won't be effected unless you're running a terrible computer. Which also won't matter, because nothing I'd make will be public anyways. :)
I think with normal maps you could reduce this things polies by a third with no major visible difference (From an in-game perspective). Looks pretty badass though.
I think with normal maps you could reduce this things polies by a third with no major visible difference (From an in-game perspective). Looks pretty badass though.
This is true. In theory you could use the high-poly variant to make normals from some of the greeble in particular. I am not versed in this kind of thing, though. :(
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Your creators are dead, child. You have nothing left in this world. Not hope, not salvation. Only the hand of God reaching down to suffocate your last whimper.
25% complete. CTS hurts too much to continue at this time. 58k quads - perfectly suitable for sc2 for what I'd use it for. Tentative upper limit is 100k but doubt I'll reach that. This is a 2 year old model I spent some hours updating today.
http://img807.imageshack.us/img807/2783/gbc2.jpg
http://img202.imageshack.us/img202/8446/gbc1.jpg
http://img401.imageshack.us/img401/19/gbc3.jpg
http://img294.imageshack.us/img294/8455/gbc4.jpg
In sc2 this would be about the size of the screen. Might put it into SC2 in the late future; honestly rigging the weapons in sc2's confusing editor interface is more scary than finishing the model itself and then optimizing it.
I can't UV or texture so not worried about that.
Old model - about 15 hours modeling time. Updates took about 4 hours total; it's extremely hard for me to focus on something this difficult.
This is my most detailed model, along with the DyiithJhinn Juggernaut and Leviathan. It represents the pinnacle of my juvenile modeling skills I've struggled to nurture over 10 years.
Time to revive the old "THE BIG GREAT 3D MODELING" topic, right? :P
Anyway, great work, I'm particulary attracted to the torpedo launchers, you know that :P
man you have way too many polies there. 58k is way too much, even for sc2, the limit is 8k (based on thor) you should try reducing some. You should try a cap of 20k atleast since you want to cover the screen.
Polies don't impact performance nearly as much as they did in 2001. After stressing Supreme Commander's engine with as many high-poly models as I could (100k) on a relatively old computer and only moderately impacting performance, I'm pretty confident I could go well over 100k if I really wanted to.
Sc2's models are going to be very, very low poly because Blizzard wants the game to run as good as it possibly can on low and medium range hardware. I build my stuff exclusively for top-range.
(I also stress tested SoaSE's engine, but that was hard capped at 25k polies, so I couldn't put in a 50k monster even if I wanted to. Still, 200 20k ships didn't cause any serious performance drop and that is a very slow engine.)
What I think might be more of a problem with sc2 is the fact that a large amount of those polies is contained in moving turrets. Homeworld 2 could take a ton of polies but performance died with subsystems. We'll just have to see when I get around to trying it.
Also, I've exported some of previous mesk's models to SC2 (varying from 15k to 31k) and the only problem was the exporter taking like half an hour exporting them :P
I must admit that on my crappy laptop I didn't dare spam more than 15 of those units :P
That model would be the hugest hugest pain EVER to texture and uv. I don't even want to think about it lol.
Looks amazing. I can only hope to be as good as you some day, keep up the good work.
Waste of polys? What it will be ? FPS ?
... You can replace so many polys with texture...
@tigerija: Go
Waste? Nah. High detail models are good when they are really big. I can't texture anyway so no matter. There are obviously parts that could be optimized a bit with normal maps but I'm not too concerned.
FPS won't be effected unless you're running a terrible computer. Which also won't matter, because nothing I'd make will be public anyways. :)
I think with normal maps you could reduce this things polies by a third with no major visible difference (From an in-game perspective). Looks pretty badass though.
This is true. In theory you could use the high-poly variant to make normals from some of the greeble in particular. I am not versed in this kind of thing, though. :(