>: CG Forums on 3dtotal - The best forums for CG artists :.
threedy forums home
 


top-table-gradient
Go Back   3DTotal Forums > The Creative Ones > Realtime/Low poly art
bottom-table-gradient

Reply
 
Thread Tools Display Modes
Old 13-07-2011, 04:20 PM   #16
mucsiattila
Registered User
 
mucsiattila's Avatar
 
Join Date: Aug 2009
Location: Szeged, Hungary (EU)
Posts: 66
Thanks: 9
Thanked 1 Time in 1 Post
thx!
only one thing I have to disagree: the curly thing is the texture of a single triangle with opacity map (marked with red), so i can have less faces to render. unfortunately this is not an efficent use of the texture place i have. this is why I mirrored or duplicated some of the polys, so they have the same uvs (marked with green) and texture.
is this good, or do I realy f***ed it?
Name:  f1.jpg
Views: 129
Size:  119.5 KB

all other things I agree
__________________
There is no real life! There is only AFK! (away from keyboard)

Female Base Character - WIP (nudity)
My Deviantart
mucsiattila is offline   Reply With Quote
Old 13-07-2011, 04:28 PM   #17
The Prime
Registered Abuser
 
The Prime's Avatar
 
Join Date: Apr 2010
Location: Staffordshire, UK
Posts: 586
Thanks: 15
Thanked 17 Times in 17 Posts
Awards Showcase
Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! 
Total Awards: 1
I would make the curls using polys.

Though people are always going on about polycount, textures are what eats memory.

If it's a chain fence, recreating that in polys would be very expensive, so in that case you would use an alpha texture.

For this situation I would use polys. They will hold up better once the viewer starts to go around the model. Once that happens, planes become very obvious.
__________________
The Prime is offline   Reply With Quote
Old 13-07-2011, 05:34 PM   #18
MemoNick
Registered User
 
Join Date: Jan 2011
Posts: 184
Thanks: 10
Thanked 9 Times in 9 Posts
Awards Showcase
Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! 
Total Awards: 1
Thanks for the lesson Prime. Never thought about it
MemoNick is offline   Reply With Quote
Old 13-07-2011, 08:22 PM   #19
Buzzy
Quadcore
 
Buzzy's Avatar
 
 
Join Date: Nov 2004
Location: Pittsburgh
Posts: 1,410
Thanks: 2
Thanked 28 Times in 24 Posts
Awards Showcase
Threedy Top Poster - Silver: Contributing to the forums with 1,000+ posts - Issue reason: Target reached! Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! The Golden Eye: Producing art worthy of being linked from the frontpage of either forums or 3DTotal.com - Issue reason: 'Bronze Age Barbarian' was linked from the frontpage! The Golden Eye: Producing art worthy of being linked from the frontpage of either forums or 3DTotal.com - Issue reason: Art work was linked from the frontpage! The Golden Eye: Producing art worthy of being linked from the frontpage of either forums or 3DTotal.com - Issue reason: DomWar4 work was linked from the frontpage! The Golden Eye: Producing art worthy of being linked from the frontpage of either forums or 3DTotal.com - Issue reason: Starlet thread was linked from the frontpage! The Golden Grenade IV: For participating in the Dominance War IV and successfully finishing, well done soldier! - Issue reason: For participating in the Dominance War IV and successfully finishing, well done soldier! Thumbs up!:  - Issue reason: For doing a great job in helping out! Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! Low Poly Game Art - Silver: 2nd place in low poly challenge! - Issue reason: 2nd place in low poly challenge! Low Poly Game Art - Bronze: 3rd place in a low poly challenge! - Issue reason: 3rd place in a low poly challenge 
Total Awards: 11
Here's another simple rule of thumb for performance when using alpha (does not consider memory):

Adding alpha to a model makes it draw twice. Therefore, if you can model holes (instead of using alpha) without doubling the total vert count, then do so. If modeling holes will more than double the vert count, you should use alpha instead.

For example. Lets say this lamp has 200 verts. By using alpha for the curly parts, it is actually drawing 400 verts because the computer has to draw it twice. If you model the curly bits and lose the alpha, it will only draw once. So, if you can model the curly bits and keep the vert count under 400, it will still perform better than if you used alpha.


However, memory considerations can change this. Adding alpha to a compressed image (like DDS or PVR) will always double its size in memory. And obviously, adding more verts to a model will increase its size in memory. You don't want complex models to have to draw twice, but you also may not be able to afford the memory cost of a lot of new verts. And conversely, you may not be concerned about a simple model being drawn twice, but if it has a hi-res texture, you may not be able to afford twice the texture memory.
Buzzy is offline   Reply With Quote
Old 18-07-2011, 11:14 AM   #20
mucsiattila
Registered User
 
mucsiattila's Avatar
 
Join Date: Aug 2009
Location: Szeged, Hungary (EU)
Posts: 66
Thanks: 9
Thanked 1 Time in 1 Post
UV Tools/Script?

Hi guys!
I'm working on a .303 ammo box as the final piece as I mentioned before.
I'm using max 2009 and having problem with straightening edges and some more.
I have seen an additional floating tool box in a tutorial video some days ago, but the name of the tool/script wasnt written. So if anybody could help me finding a working stuff for this problem, I would be so glad.
Thx in advance.
__________________
There is no real life! There is only AFK! (away from keyboard)

Female Base Character - WIP (nudity)
My Deviantart
mucsiattila is offline   Reply With Quote
Old 21-07-2011, 08:40 AM   #21
mucsiattila
Registered User
 
mucsiattila's Avatar
 
Join Date: Aug 2009
Location: Szeged, Hungary (EU)
Posts: 66
Thanks: 9
Thanked 1 Time in 1 Post
.303 ammo box

Hi!

Here is the last piece of the portfolio pack (for now). If there is nothing special I will take a little coffee break to get rested before I start the retouche of all.
C&C are welcome as always.

Name:  _303_ammo_box_beauty_shot_by_mucsiattila-d41465e.jpg
Views: 103
Size:  83.9 KB

outgoing links:
beauty shot
maps and wire
__________________
There is no real life! There is only AFK! (away from keyboard)

Female Base Character - WIP (nudity)
My Deviantart
mucsiattila is offline   Reply With Quote
Old 21-07-2011, 03:08 PM   #22
astroAJ
ʘὦʘ →
 
astroAJ's Avatar
 
 
Join Date: Nov 2008
Location: Australia
Posts: 982
Thanks: 119
Thanked 137 Times in 131 Posts
Awards Showcase
Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Low Poly Game Art - Silver: 2nd place in low poly challenge! - Issue reason:  Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner of a speed modelling challenge  Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner of a speed modelling challenge  Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner of a speed modelling challenge! Speed Modelling - Gold: Winner of a speed modelling challenge! - Issue reason: Winner of a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Silver: 2nd place in a speed modelling challenge! - Issue reason: 2nd place in a speed modelling challenge! Speed Modelling - Bronze: 3rd place in a speed modelling challenge! - Issue reason: rd place in a speed modelling challenge! Speed Modelling - Bronze: 3rd place in a speed modelling challenge! - Issue reason: 3rd place in a speed modelling challenge! 
Total Awards: 12
could add a few more poly's or a normal map to the box because the metal looks like its part of the wood. U could also change the colour of the wood or metal a bit because its hard to separate them as different materials.
Keep it up

Last edited by astroAJ; 21-07-2011 at 03:13 PM..
astroAJ is offline   Reply With Quote
Old 23-07-2011, 07:33 PM   #23
poopipe
conscientious objector
 
poopipe's Avatar
 
 
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
Thanked 126 Times in 120 Posts
Awards Showcase
Threedy Top Poster - Gold: Contributing to the forums with 2,000+ posts - Issue reason: too much free time Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! Threedy Top Poster - Bronze: Contributing to the forums with 100+ posts - Issue reason: Target reached! The Golden Eye: Producing art worthy of being linked from the frontpage of either forums or 3DTotal.com - Issue reason: he finished The Golden Grenade III: For participating in the Dominance War III and successfully finishing, well done soldier! - Issue reason: I finished Dominance War 3 Thumbs up!:  - Issue reason:  Thumbs up!:  - Issue reason: For doing a great job in helping out! Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! Low Poly Game Art - Gold: Winner of a low poly challenge! - Issue reason: For Excellence at Low Poly Art - Well Done! 
Total Awards: 9
I'm late but... if i may jump in on the UVs from the lamp-post

angled UV edges = bad seams under mip-mapping/filtering. this is a particular issue on lower spec hardware and on engines that don't support more advanced texture filtering algorithms. it's also a bugger with normal maps on proper engines.

eg.
That big chunk of geometry thats been tipped over 20/30 degrees is asking for trouble, the outer edges of the main lampost section will also potentially give you a nasty seam.


it's best practice to align UV verts along the edges of UV shells wherever it won't give you horrible distortion and use pixel snapping to ensure they're on pixel boundaries - if you must angle something, 45 degrees is the best option as it minimises the spread of artefacts. what happens inside the shell isn't important, just the boundaries.
__________________
work pigs!!


http://johnsarthole.blogspot.com/
poopipe is offline   Reply With Quote
Reply

Tags
barrel, diffuse, low, normal, poly


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT. The time now is 12:56 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
all images displayed on this site are copyright the original artists and may not be reproduced, copied or published elsewhere without their express permission