<!--QuoteBegin-Condizzle+Nov 19 2004, 04:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Condizzle @ Nov 19 2004, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I bet if you deleted the inside polies and optimised a lot, it could work as a detail model for Unreal Engine 3. (Just an idea) I think that video games could look like this within the next 50 years. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Except NURBS and games don't mix. You're overestimating the engine; at most this model could be a normal map once it was converted into polygons and then reduced so it doesn't crash yer darn computer.
<!--QuoteBegin-Condizzle+Nov 19 2004, 07:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Condizzle @ Nov 19 2004, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that video games could look like this within the next 50 years. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> or at least in 100 years. this comment is just funny XD
Bah, what are you guys talking about? NURBS models easily convert to triangles.
What you do is create a high-count model, a low count model (that will actually be used in the game), and you use the difference to calculate a normal map. So you end up with a low-count model that looks almost as good as the high-count model (because normal maps rock), and everyone wins!
1) it won't compile into the HL engine because its a selection of NURBS surfaces, which are subdivision-based, not triangle-based
2) even if you managed to convert it to triangles, the HL engine physically can't handle that many verts/faces. Source can barely handle up to 25k triangles before you hit a hardcoded limit.
3) you would have to uvmap the entire model, and I can tell you right now that with a model this detailed, thats gonna take at least twice as long as it took to model the damn thing in the first place
ChocolateThe Team MascotJoin Date: 2006-10-31Member: 58123Members
<!--quoteo(post=1625366:date=May 6 2007, 09:42 PM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ May 6 2007, 09:42 PM) [snapback]1625366[/snapback]</div><div class='quotemain'><!--quotec--> 1) it won't compile into the HL engine because its a selection of NURBS surfaces, which are subdivision-based, not triangle-based
2) even if you managed to convert it to triangles, the HL engine physically can't handle that many verts/faces. Source can barely handle up to 25k triangles before you hit a hardcoded limit.
3) you would have to uvmap the entire model, and I can tell you right now that with a model this detailed, thats gonna take at least twice as long as it took to model the damn thing in the first place
4) then you have to texture it, by hand :<
Basically ......
....
just no. <!--QuoteEnd--></div><!--QuoteEEnd--> Me very <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Well... maybe a engine 50 years in the future or something like the Doom 3 engine or the UT3 engine could handle it. Source is a few years old anyway. I don't know any technical stuff so I don't know about those poly limits and other stuff like that.... I just know that this is a pretty good looking model <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
More like doom 12, and unreal gallatica version where humans dont play video games against other humans, we acctuly play across light years distance to another earth like planet we cant get to with an alien race that all ways pisses about how there 22 latency is to high, and that prahaps it would be better for them to just blow up earth like there original plan was.
Sheena still around, i hear if you whisper the word cute gorge into the wind she may come a running.
You could achieve basically the same detail in UE3 pretty easily, you'd just need to create a lower detail polymesh underneath it, something in the region of 15k tris, then bake a normalmap from the highdetail version, then uvw the polygonal mesh, texture by hand. You guys forget that it you don't actually have to <b>have</b> the mesh detail, you can fake it with normal/spec/parallax maps and good texturing
I know the character doesn't pertain to the name anymore, but I just wanted to say that finding this thread after so many years and seeing the name, Nancy, is just I dunno a proud moment. Any other screenshots you might have of the model I'd love to get ahold of. Oh, and did you ever finish the animish one?
Comments
Except NURBS and games don't mix. You're overestimating the engine; at most this model could be a normal map once it was converted into polygons and then reduced so it doesn't crash yer darn computer.
or at least in 100 years. this comment is just funny XD
What you do is create a high-count model, a low count model (that will actually be used in the game), and you use the difference to calculate a normal map. So you end up with a low-count model that looks almost as good as the high-count model (because normal maps rock), and everyone wins!
Maybe now we got something that can compile this high poly model? (I remember reading here that nothing could compile it at the time).
2) even if you managed to convert it to triangles, the HL engine physically can't handle that many verts/faces. Source can barely handle up to 25k triangles before you hit a hardcoded limit.
3) you would have to uvmap the entire model, and I can tell you right now that with a model this detailed, thats gonna take at least twice as long as it took to model the damn thing in the first place
4) then you have to texture it, by hand :<
Basically ......
....
just no.
1) it won't compile into the HL engine because its a selection of NURBS surfaces, which are subdivision-based, not triangle-based
2) even if you managed to convert it to triangles, the HL engine physically can't handle that many verts/faces. Source can barely handle up to 25k triangles before you hit a hardcoded limit.
3) you would have to uvmap the entire model, and I can tell you right now that with a model this detailed, thats gonna take at least twice as long as it took to model the damn thing in the first place
4) then you have to texture it, by hand :<
Basically ......
....
just no.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Me very <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Well... maybe a engine 50 years in the future or something like the Doom 3 engine or the UT3 engine could handle it. Source is a few years old anyway. I don't know any technical stuff so I don't know about those poly limits and other stuff like that.... I just know that this is a pretty good looking model <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
Sheena still around, i hear if you whisper the word cute gorge into the wind she may come a running.
You guys forget that it you don't actually have to <b>have</b> the mesh detail, you can fake it with normal/spec/parallax maps and good texturing
<a href="http://yanai.blackmage.org/3d/nancy/" target="_blank">Ol´Nancy Stuff</a>