... 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-->
<!--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
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-->
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.
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-->
<!--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
<!--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
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.
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-->
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-->
Comments
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-->
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
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-->
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.
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
a set of high detail models would own
Theres nothing to test lol
CLEAR !
its not dead, we're waiting for conceptors
*edit*
spelling, its so humid here, i can barley spell...
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.
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-->
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
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!