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1st annual 'Shut Up and Make Us a Goddamn Videogame' BACK FROM THE GOD DANG DEAD

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Posts

  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    The funkiest velociraptor.

    Speed Racer on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    thats a nice model

    what's the polycount, out of curiosity

    I've been reading a lot about lowpoly modelling theory and shit lately, its interesting as hell

    especially since I don't know how to model for shit right now

    Rankenphile on
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  • LaCabraLaCabra MelbourneRegistered User regular
    edited December 2009
    10982 i believe

    but the version the normal map was made from was over 1.5 mil

    LaCabra on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    huh

    most of the models we have been building, we've been given a 1500 tri limit

    teaches us how to really start out with the low-poly design in mind

    way easier to go up then down

    Rankenphile on
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  • LaCabraLaCabra MelbourneRegistered User regular
    edited December 2009
    the average player model on UE3 has something like 9000

    LaCabra on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    the average player model on UE3 can't be run on a DS

    Rankenphile on
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  • LaCabraLaCabra MelbourneRegistered User regular
    edited December 2009
    it probably could if it had mad LODs

    LaCabra on
  • Blake TBlake T Do you have enemies then? Good. That means you’ve stood up for something, sometime in your life.Registered User regular
    edited December 2009
    Rank do you have any models where you start off small and then you get to work with more and more?

    That would be pretty cool to see.

    Blake T on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    jesus

    all baking your textures down to 64x

    good times

    Rankenphile on
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  • Speed RacerSpeed Racer Scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratch scritch scratchRegistered User regular
    edited December 2009
    the average player model on UE3 can't be run on a DS

    Not with that kind of negative attitude it can't.

    Speed Racer on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    Blaket wrote: »
    Rank do you have any models where you start off small and then you get to work with more and more?

    That would be pretty cool to see.

    I have about three models I've made so far

    none of which I really feel like showing off

    they are the suck

    I'm just now about to start up on my second class in modelling, where we learn to model characters and organics

    the last class I took was this summer, intro to 3d

    and it was a clusterfuck

    fired the teacher three weeks in, brought in this other guy that was damned good at what he did but just stood around for four weeks, throwing our curriculum out the window and talking about how he worked with george lucas and shit, then left us with the maya teacher who doesn't speak good english and doesn't know how to teach max. Then the last four weeks we got this dude that was one of the leads on Forza who came in and taught us some basics and all in all it was a clusterfuck and I should have taken it again, it was offered for free to us because it was such a mess, but I had just spent twelve weeks trying to learn it, I didn't wanna do it all over again.

    Luckily, the lead artist on our game team has been teaching me some shit. I'll have stuff to show off later, but right now I'm a goddamn novice at 3d. I know the theory, but I'm shit for practical application so far.

    Rankenphile on
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  • Blake TBlake T Do you have enemies then? Good. That means you’ve stood up for something, sometime in your life.Registered User regular
    edited December 2009
    That's cool dude, I just thought it would be pretty interesting to see models start off really basic and then grow in complexity.

    I can do 3D in solid works but I'm guessing maya and other 3D programs for actual art use rather than science use would model completely differently.

    Blake T on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    they absolutely do

    Rankenphile on
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  • Kuribo's ShoeKuribo's Shoe Kuribo's Stocking North PoleRegistered User regular
    edited December 2009
    VIDEO GAMES

    Kuribo's Shoe on
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  • CampionCampion Registered User regular
    edited December 2009
    wanna play some

    Campion on
    4484-7718-8470
  • ProjeckProjeck Registered User regular
    edited December 2009
    Every time i try 3D my brain melts a little

    Projeck on
  • Kuribo's ShoeKuribo's Shoe Kuribo's Stocking North PoleRegistered User regular
    edited December 2009
    that's ok 2d is where it's at dogg

    Kuribo's Shoe on
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  • George Fornby GrillGeorge Fornby Grill ...Like Clockwork Registered User regular
    edited December 2009
    What's the minimum number of polygons one could use to make a human model?
    I'm just curious how basic you could go.

    George Fornby Grill on
  • ProjeckProjeck Registered User regular
    edited December 2009
    that's ok 2d is where it's at dogg

    Word.

    Projeck on
  • CampionCampion Registered User regular
    edited December 2009
    What's the minimum number of polygons one could use to make a human model?
    I'm just curious how basic you could go.

    Six for the head, for the torso, for the legs, and for the arms.

    So 36?

    Campion on
    4484-7718-8470
  • Blake TBlake T Do you have enemies then? Good. That means you’ve stood up for something, sometime in your life.Registered User regular
    edited December 2009
    How do they work? Is it direct access to the mesh as opposed working on revoltions and solid additions and subtractions?

    Blake T on
  • L|amaL|ama Registered User regular
    edited December 2009
    I internet-know the guy who did these: 1 2 3 4 5

    they're all proper models with a bit of photoshop for the backgrounds and stuff, they were going to be used for a quake wars mod but that game was pretty much DOA and they gave up. Point is they're low count enough to be used in a game.

    L|ama on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    Campion wrote: »
    What's the minimum number of polygons one could use to make a human model?
    I'm just curious how basic you could go.

    Six for the head, for the torso, for the legs, and for the arms.

    So 36?

    heh

    well, most low-poly models actually go by tris (all polys are divided into triangles when they're exported into game engines, for the most part)

    so this is a good site to see examples

    http://boards.polycount.net/showthread.php?t=41232

    this, for example, is like 351 tris and 1 256x256 texturemap

    dsrikku045ly.gif

    that's fucking mindblowing

    a really really good model

    so are some of these

    Keencopy2.jpg

    128punk.jpg

    hwgrenderxg5.jpg

    tf2_pyro_guy.jpg

    these are mostly so amazing because I can't tell you how hard this shit is to do

    Rankenphile on
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  • DefenderDefender Registered User regular
    edited December 2009
    Campion wrote: »
    What's the minimum number of polygons one could use to make a human model?
    I'm just curious how basic you could go.

    Six for the head, for the torso, for the legs, and for the arms.

    So 36?

    Just for perspective, Quake 1 engine player models are usually under 200 polys, Q2 engine games tend to hang around 400, and Q3 is generally about 1000-1500 at the high LOD. If you're using skeletal animation, you generally don't want to dip below 900, since vertex animation tends to look better and is usually viable at that low a polycount.

    Modern fighting games tend to have their characters at about 10,000, I believe, while shooters with more people on-screen and close up tend to be around 5000.

    Defender on
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited December 2009
    holy fuck those are cool

    Orikaeshigitae on
  • DefenderDefender Registered User regular
    edited December 2009
    Blaket wrote: »
    How do they work? Is it direct access to the mesh as opposed working on revoltions and solid additions and subtractions?

    Solid addition and subtraction (Constructive Solid Geometry/CSG) tends to be how you make maps in BSP-style engines like Quake or Unreal. Models are generally made by making N-sided polygons and extruding them, then triangulating them. For areas where more precise edge flow is needed (i.e. the "creases" need to be placed precisely), such as bare shoulders and sexy, sexy butts, some artists even prefer to place vertices in space and then manually build faces from them, three at a time.

    Defender on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    holy fuck those are cool

    go through that thread

    there's an Altair model in there that is amazing

    Rankenphile on
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  • DefenderDefender Registered User regular
    edited December 2009
    Hey. Hey Rank. Look at these.
    Low_Poly_Collection_by_genci.jpg

    EDIT: DON'T STEAL MY THUNDER, YOU THUNDER-THIEF. Also, chocolate thief.

    Defender on
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited December 2009
    goddamn 132 pages

    guess i know what i'm doing for the next few days instead of studying

    e: holy SHIT

    those textures are sexy as hell

    Orikaeshigitae on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    what the hell

    who did those

    that is retarded

    god damn it I want to know how to do that so bad

    Rankenphile on
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  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Stale wrote: »
    I was feeling pretty solid about this last interview, til I learned of the caliber of those competing with me.



    I'm fully expecting to get a "Don't want no scrubs" response by the end of the week.



    Then again, I was pretty much bringing my a-game to that interview. Maybe I'll get it on balls alone.

    I hire based on balls alone.
    8-)

    neville on
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  • DefenderDefender Registered User regular
    edited December 2009
    what the hell

    who did those

    that is retarded

    god damn it I want to know how to do that so bad

    http://genci.deviantart.com/art/Low-Poly-Collection-77211173

    Stats, according to that page:

    Nero: 500 tris character and 147 weapons, 128x128 diff and alpha + 64x64 weapon.
    Altair: 667 tris, 256x256 diff and alpha.
    Ryu Hayabusa: 498 tris character and 109 weapons, 128x128 diff and alpha + 64x64 weapon.

    Seriously look at how packed those textures are. Almost no wasted space. And these are all in the 600-700 range, including weapons. Insane!

    Defender on
  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited December 2009
    i need to learn how to do that shit. just basic modelling and texturing. i learned rudimentary 3dsmax when i was 12 but i think i'd have a better grasp of it now

    Orikaeshigitae on
  • Blake TBlake T Do you have enemies then? Good. That means you’ve stood up for something, sometime in your life.Registered User regular
    edited December 2009
    Defender wrote: »
    Hey. Hey Rank. Look at these.
    Low_Poly_Collection_by_genci.jpg

    EDIT: DON'T STEAL MY THUNDER, YOU THUNDER-THIEF. Also, chocolate thief.

    Man, I'm viewing this in small window and I was staring at those thinking that they must be the high poly versions and just look a bit grainy from the resize.

    Ooh I have another question on 3D modelling? Can it be driven? i.e. parametric style?

    Blake T on
  • RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited December 2009
    i need to learn how to do that shit. just basic modelling and texturing. i learned rudimentary 3dsmax when i was 12 but i think i'd have a better grasp of it now

    that is definitely not "basic" modelling

    Rankenphile on
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  • OrikaeshigitaeOrikaeshigitae Registered User, ClubPA regular
    edited December 2009
    that second sentence is a clarification of the first

    Orikaeshigitae on
  • DefenderDefender Registered User regular
    edited December 2009
    Blaket wrote: »
    Defender wrote: »
    Hey. Hey Rank. Look at these.
    Low_Poly_Collection_by_genci.jpg

    EDIT: DON'T STEAL MY THUNDER, YOU THUNDER-THIEF. Also, chocolate thief.

    Man, I'm viewing this in small window and I was staring at those thinking that they must be the high poly versions and just look a bit grainy from the resize.

    Ooh I have another question on 3D modelling? Can it be driven? i.e. parametric style?

    There is a program called Animation:Master which was the shit around like...2000? I haven't really followed it too much since then. But anyway, yeah, it sorta did that. Other programs like Max and Maya do it to, but A:M was really known for not crashing every goddamn time you blink. Basically what it would do is let you place control points and make splines, so you ended up with all these curvy patches. At any time, you could then tell it how many subdivisions you'd like in the patch. This is now a common feature, but back then there weren't many programs that supported this type of thing without also being crashy bugfests.

    However, you still need to be a good artist to make the patches pretty and efficient.

    Defender on
  • nevilleneville The Worst Gay (Seriously. The Worst!)Registered User regular
    edited December 2009
    Fuck this, I quit video games.
    I'mma go be a professional hobo.
    Who here is hiring?

    neville on
    nevillexmassig1.png
  • Kuribo's ShoeKuribo's Shoe Kuribo's Stocking North PoleRegistered User regular
    edited December 2009
    buck wild ya'll

    1998 ya'll

    Kuribo's Shoe on
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