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Old 25-08-2010, 10:18 PM   #166
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I am referring to one article dedicated to optimisation. There were few pictures of caping the cylinder and showing how the GPU computes every face (or something in that way). If it is your article, than thank you very much, since it opened my eyes and helped me a lot with optimising my mesh :-)
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Old 25-08-2010, 10:20 PM   #167
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Argh! Post that link already!
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Old 25-08-2010, 11:35 PM   #168
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thank you guys for your comments and feedback. Im not gonna lie, i got a little sloppy on this prop, so im slowly fixing things. I actually have some pieces that i have no clue what happened to them so i may have rebuild them again.

Thanx buzzy for point out the exhaust pipe deal..how embarrasing! lol.

The thing with the canister is that i chose do it that way so i could push in the center point inwards to help the depth for the normal map. Some may argue that is not that big of a deal, but i think it is. Otherwise that is how i normally do my cylinder. The way its described in that thread. Anyone gonna post the link?
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Old 25-08-2010, 11:53 PM   #169
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Oops, didn't think of that :-) Yeah, I think it does help and it doesn't cost much

I tried to find it, but I failed. No clue where I found it before (definitely on polycount) and google doesn't respond with good answers either
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Old 26-08-2010, 08:49 AM   #170
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I think mine was just a post, not a full article. I'll see if I can find it, but it's not going to be the one you were thinking of mate... Let me have a dig around
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Old 26-08-2010, 08:53 AM   #171
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Found it (I think). There are two posts from me in the thread, one showing two different poly flows for the same object and the second showing the number of calculations per vertex

http://forums.3dtotal.com/showthread...lations&page=2

Was that the one you were thinking of?
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Old 26-08-2010, 11:34 AM   #172
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yeah, thats when i 1st became i aware of that. And then i found that other article on polycount. We should try to find it and post it for future reference.
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Old 26-08-2010, 12:26 PM   #173
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I wouldnt be concerned about how you capped the cylinder at all. It only ever saves 2 triangles and allows for a potential and very slight improvement to tri-stripping. But even the tri-stripping is likely not going to matter because no one does manual tri-stripping, its always automated which means its not likely to even get stripped perfectly enough to pick up the quads in the cap as strips.

In today's modern rendering engines, skimping on your triangle count is almost a non-concern. There are much MUCH more important considerations to improve frame rate. Lighting is probably the biggest thing. More lights will kill framerate alot faster than more tris. On the Wii, poly clipping is alot more expensive than raw tri-count.

If you are using an advanced enough rendering engine to use normal maps, chances are you don't need to worry about how you cap cylinders. In fact, when using normal maps, the radial cap is preferred in my opinion. The vertex normals with a radial cap are MUCH better and more predictable than with a quad cap. This allows you have cleaner normal maps. And, as Raul has shown, it allows you to easily add some depth to the cap (I've done this on many occasions)
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Old 26-08-2010, 01:45 PM   #174
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Fair point - with the extra vert in the middle it's cool. My post was about fans on edges rather than how Raul has it with a vert in the middle
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Old 26-08-2010, 07:57 PM   #175
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You have some great stuff going here Raul! Don't usually check the low poly section that often but you have some really nice models, love the double barrelled gun btw...
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Old 28-08-2010, 07:43 AM   #176
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Really really impressive stuff you have here. You inspire me..I might start up my own low poly thread, hopefully you guys could help me learn doing low poly game art stuff the right way with tips and the like. So until then, good day..
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Old 28-08-2010, 04:19 PM   #177
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The chainsaw looks great. I really like the texturing.
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Old 10-10-2010, 03:35 AM   #178
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its been a while since i posted anything up in here. here is what im currently working on. any suggestions and crits are welcome.

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Old 10-10-2010, 04:45 PM   #179
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wow! amazing!!! is that a real model? what is it??
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Old 21-10-2010, 01:52 AM   #180
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finished the high poly.







There may be somethings im gonna have to tweak as are things that show only after i rendered. What do you guys think?
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