Modelling and limits
Posted 12 July 2003 - 11:58 PM
but now, about the models, I just want to say that some ppl are making really nice, detailed, in depth models of their weapons and players, but the thing is, what is the polygon limit for the HL2 weapon models and such? I read on that one FAQ done with Valve that it is about 7500 for player models, and (if i am mistaken corect me) 3000 or so for weapons.
to me that seems low, but i may be wrong (probably am, too).
I just wanna say, guys, dont go putting in so much maaaad detail into your models and stuff just yet, until we know more info. honestly, i would seriously hate it if all you guys put so much work and detail into your models and then needed to cut the poly counts down, because for me anyways that is a tedious chore.
and now, i will continue working on my M16A4 w/M203 model for my mod Point of Impact.
good luck on your models and mods everyone!
--Matt "Maxx" Kazan
Posted 13 July 2003 - 04:07 AM
Posted 13 July 2003 - 07:51 AM
"an argument online is like the special olympics. Whether you win or lose, you're still a retard."
Posted 13 July 2003 - 12:54 PM
another "limitation": polygons polygons can only have 3 edges(no hidden edges etc. 1poly=face (technical limitation, nothing practical - those who don't know what i'm talking about, don't worry ))
Posted 13 July 2003 - 12:56 PM
It aint the polys that makes the realism, its texturing, lighting and polys that does that.
Doom3 models are about the same, they aint half a million or 50,000 like some of you think. they are still around in 3000 to 10 000, i dont know the top range cause i dont know how many polys that doom3 or hl2 will have but i bet max on any model it wont go over 10, 000 cause ur pc would loose it and die
Posted 13 July 2003 - 04:01 PM
Posted 13 July 2003 - 06:32 PM
Plus with the ability to use bump mapping ingame you can make up a lot of polys in the skin. Perfect example are the grooves in the cooling chanmber of an m16a2 if you add the grooves into the mesh you end up with a 5k cooling chamber. Conversly you can use bump maps and achieve the same effect on a 10 sided cylender thats only about 100 poly's
Edited by Hiro_Protaganist, 13 July 2003 - 06:35 PM.
The weird turn pro.
Posted 13 July 2003 - 06:44 PM
Posted 14 July 2003 - 03:47 AM
when u use this under the actual skin, when light hits the model it acts as if those scratches and other fine detials were there, so the light reacts accordingly, so it doesnt look flat.
i hope that answers you question Xcentric
Posted 14 July 2003 - 05:10 AM
Posted 15 July 2003 - 01:07 AM
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