- This topic has 17 replies, 10 voices, and was last updated 15 years, 5 months ago by TC2.
-
AuthorPosts
-
June 13, 2009 at 12:28 am #84523TigersanParticipant
I dont know how poly-complicated the model can be but this is pretty much as low as i can get her. Around 33000 polys i think new vidcards can handle that.
June 13, 2009 at 7:55 am #84524ReasonParticipantWow, that's a super-hot mesh, TS!
PCs might be able to handle 33,000 OK, but you also may want to target the mobile device market which is probably not as capable. Also, you may want to have multiple characters on the screen at the same time for competitions, etc, which may get a little taxing.
I remember reading this technique where you take a generic low poly mesh and then use a tool to make it conform to the shape of your high-poly mesh. Then, using another tool you can auto-generate a normal map which adds the detail from the high-poly model to low-poly model. Actually, I think Epic do something like this.
June 13, 2009 at 1:21 pm #84525Trash BoatParticipantImpressive.
June 13, 2009 at 10:59 pm #84526TigersanParticipantWow, that's a super-hot mesh, TS!
PCs might be able to handle 33,000 OK, but you also may want to target the mobile device market which is probably not as capable. Also, you may want to have multiple characters on the screen at the same time for competitions, etc, which may get a little taxing.
I remember reading this technique where you take a generic low poly mesh and then use a tool to make it conform to the shape of your high-poly mesh. Then, using another tool you can auto-generate a normal map which adds the detail from the high-poly model to low-poly model. Actually, I think Epic do something like this.
i have no problem shaping low poly mesh on ZBrush, but when its low poly you dont have much possibility to shape thats why, i need to know if Startingstrength gonna use normal maps… The thing about this model is, she is UVMapped already, if i was to make a new mesh, i can but i cant UVMap texture coords its really hard i need to learn that ofourse, but i cant for now.
June 14, 2009 at 12:26 am #84527FettParticipantI've been wanting to do some small flash games that would be fun. If you're interested, let me know.
June 14, 2009 at 9:08 am #84528ReasonParticipanti have no problem shaping low poly mesh on ZBrush, but when its low poly you dont have much possibility to shape thats why, i need to know if Startingstrength gonna use normal maps… The thing about this model is, she is UVMapped already, if i was to make a new mesh, i can but i cant UVMap texture coords its really hard i need to learn that ofourse, but i cant for now.
Yeah, I would have to agree that UV mapping is bloody tricky. I remember that Wings3D had a pretty amazing UV Map tool. However, in this case you could probably get away with transferring the UVs directly from the high-poly model to the low-poly model. I don't have ZBrush, but I did a quick Google and it seems to have this feature.
With regards to normal mapping, you could generate a normal map for it and then convert it to a simple texture map for platforms that don't support it.
June 18, 2009 at 8:14 am #84529startingstrengthParticipantThanks very much for offers and advice. Character animation is brutally hard and my biggest concern. There is a reason you see tons of models on Turbosquid.com but very few ones that are fully rigged and animated. Luckily I've got some contacts of guys who work full-time at CG animation houses who occasionally do contract work to earn a bit of extra cash.
Basically, I want to avoid this sort of amateur-ish stuff: http://www.youtube.com/watch?v=pv5ThzDHykg. And assemble a long-term portfolio of quality fitness animations that I can reuse again and again.
With regards to the poly count, for comparison, Half-Life 2 used models with 2500 to 5000 tris per character.
Someone on a different forum brought up the problem with Crossfit, and that is Greg Glassman being extremely defensive about his baby. So I will avoid that to start.
I think I will do Olympic Weightlifting first, snatch and clean/jerk, copying the gameplay directly from the old Summer Games series for the c64. Free web browser game, a few hundred dollars worth of art (hopefully) to commission. If I can achieve a certain level of quality and interest then I can start investing some real money into this, hopefully delivering a real game with some real muscle and strength in it.
If not, well, it was worth a shot.
What do you guys think? Do you dig a small game where you control a fit, hot, chick pressing a lot of weight over her head 8)
June 18, 2009 at 11:08 am #84530TC2ParticipantHmm… this would have to be some extremely fun gameplay, because I can't see myself enjoying playing a game that just lifts weights.
Getting good animations is going to be super hard around here, there's not that many people who are capable of doing these things on these forums.
-
AuthorPosts
- You must be logged in to reply to this topic.