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  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    ... some people woke up on the wrong side of the fishing pond...


    ANYWHO, yes Meph, and no Meph... you are both right and wrong

    While it IS the old models, we need to re-draw them so we can figure out what we want to add where to make it look nice. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Jean Luc Picard+May 9 2004, 09:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jean Luc Picard @ May 9 2004, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... some people woke up on the wrong side of the fishing pond...


    ANYWHO, yes Meph, and no Meph... you are both right and wrong

    While it IS the old models, we need to re-draw them so we can figure out what we want to add where to make it look nice. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    agreed
  • DemiguiseDemiguise Marks Servers Reg Join Date: 2004-01-19 Member: 25462Members
    hmmm......
    Im bored
    Can i tag along with my job in my signiture?
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited May 2004
    With high poly models you are quickly hitting the HL-engine limits.
    For example wehn using Ut2003 models in any HL mod you will get 10 fps as soon as you see 15 of then, no matter how fast your pc is. There is an absolute limit of like 5.000-10.000 polygons per model untill the engine just "gives up".
    Most of that features HL doesnt use because thoose directX features got developed 10 years after HL Nobody even thoutght about AGP graphic cards that time, so the HL engine uses a highly limited graphic cache for objects.
    Higher polygon counts and effects in other games are just possible because of tons of directx and onboard-gfx-card-features (and simply better gfx-engines that are coded to use what they can find). HL does not even scale down far away models because its not meant to be an engine for outside areas. Its VIS detection (of what you can see and what not) is still like in Quake1, wich is stone age were nobody had an aditional 3d gapic card.

    You can do your high poly stuff, fine, enjoy bad performance, maybe see it looking great in HL2 but as long as you stick to hl1, high polygon count is NOT equal to perfection, its more the other way!:
    Most objects in Doom3 are utterly lowpoly, most are like 1000 polygons wich is less than NS, they just look that good because of realtime lightning, bumpmaps, "smart shaders" and multiple texturing.
    If your human sized model needs more than 3000 polygons ist mot times a waste of 1000 polygons.
    Its skill to make ballance of "just as much detail to make it look good" and " cut that polygon, you wont see a difference, except in fps"

    I can make you any Animal, Pokemon, Disney Figure with less than 1500 polygons (having teeth, claws, fur, closeable round eyes) and its a hard job making all thoose round surfaces still look round since you need at least 20 polygons for each good looking bowl (= isokaeder = W20).
    I could make them with 3000 polygons but then its just "ineffective" since most of the new borders and faces you wont even notice most times.
    In math it doestn matter much if you aproximate a circles volume with 5 triangles or with 10 but it makes all your formulars go x² as long.

    There is absolutely no skill in metaball- or clay-like modeling or boolean-intersecting tons of brushes into more complex brushes or stretching a 10.000 polygon object over and over untill it has the form i want.
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
    you got a good point

    and thats why im waiting for hl2

    b/c if we start now hl2 might just pop up then we have to convert to their code or w/e

    if the ns team doesnt beat us or we are not happy with their stuff then we shall start

    thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    o and me and chrono aren't dead
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    hes lying i am dead hence the no models for a month <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
  • RenegadeRenegade Old school Join Date: 2002-03-29 Member: 361Members
    Hey if you guys need a tester sign me up!
  • CodemanCodeman Join Date: 2002-11-21 Member: 9497Members, Constellation, Reinforced - Shadow
    D:

    a set of high detail models would own
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    <!--QuoteBegin-Renegade+Jun 8 2004, 04:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Renegade @ Jun 8 2004, 04:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey if you guys need a tester sign me up! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Theres nothing to test lol
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    /me get difibulator for Chrono..

    CLEAR !
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    yeah i'm considering being dead for a year... for tax reasons, mainly.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    points difibulator at kaine
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    drake you want me back alive do some nice pistol concepts thats probably the only thing thattl get me modeling again
  • SWAT_PointmanSWAT_Pointman Join Date: 2003-10-05 Member: 21458Members
    This topic is dead theres no use to bring it back up again.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-SWAT Pointman+Jun 8 2004, 05:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SWAT Pointman @ Jun 8 2004, 05:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This topic is dead theres no use to bring it back up again. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    its not dead, we're waiting for conceptors
  • ShinzonShinzon Join Date: 2003-07-25 Member: 18407Members
    edited June 2004
    this sounds interesting... ^^ i could offer a helping hand here and there...

    *edit*
    spelling, its so humid here, i can barley spell...
  • DuffDuff Join Date: 2003-08-03 Member: 18851Members
    why do u need conceptors you already have the designs from NS, isnt this just HIhg poly models of the one we already have? whats the problem?
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    You guys are doing <b>high-poly</b> only or <b>redesign + high-poly</b> ?

    If you are simply doing high-poly, then the conceptor's work is minimal because you would simply work on the existing model.

    If you are doing redesign + high-poly, then it's another thing. Conceptors and modelers will be working on this for a couple of months before having all the models finished for the first overall beta testing. Most of you will be working part time on this (unless you want to stay in-house for the whole summer ?).

    I whish I could help you but I don't have the time.
  • cmitecmite Join Date: 2004-06-09 Member: 29197Members
    i can help with texture making maybeh i dont know email me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    they need a conceptor for all of the models, as they cant always just make high poly from nowhere, the conceptor will draw in hidden details etc
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
    bah defaults suck to much

    plus if we use them as reference we might accidentally come up with the same model with minor differences

    ya and drake draw me nice concepts too!

    i've tried to model for the battlefield vietnam and 1942 community but all the mods require me to be 18+ <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    :/ i just rebooted my PC back to factory settings

    so i need to wait to wait till my m8 gives me back my prog disks :/

    and on a good note MY NS if working Fine none YaY
  • minimanminiman Join Date: 2004-01-14 Member: 25304Members
    are you guys gonna work with the origenal ns skele's cause i can animate those well exept HA

    Oh and btw my latest work was RuNNinGs halo pack elite, neva got published



    If not i could allways learn to make my own.


    Count me in!
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