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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #431 (permalink) |
| SFM Obsessed | "Heavier than it needs to be." That is a COMPLETELY subjective opinion that comes directly from your JOB and you and every other 'professional' needs to remember that about a hobbyists/non-pro work. ESPECIALLY when it's NOT asked for to begin with. Yes everyone can learn something new, but they sure as HELL don't need someone/anybody to stick their noses into anyones projects and indirectly call them out for the most juvenile of reasons on par with the kindergarten level "My Dad's better than Your Dad!" argument/taunt. Step away from the thread, watch to see if he took your advice, and then shrug if he didn't. Help him if he asked for more. But for the love of God stop hounding the guy! It's up to HIM and HIM alone whether he takes your advice or not, and not your's to repeating attempt to shove your viewpoint down his throat. |
| Sometimes the worst opponent is the one closest, yet ignorant of the truth. | |
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| | #432 (permalink) | |
| Mr. Speedy Join Date: May 2006 Location: Montreal Age: 42
Posts: 3,489
| Quote:
If i was the only one on SFM saying 4.5 million polygones is over the top, then SURE...i'de butt out, but dude, if you knew anything about 3D, you're basicaly stop posting that none sens. | |
| When you love a pet, loosing it is like loosing a part of your soul. I lost part of mine on Feb 12 2008. Never will it be the same again. | ||
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| | #434 (permalink) |
| This time you see | Somewhere just under the 2 million mark, if I remember correctly- whats that got to do with anything? |
| Here comes the water, It comes to wash away the sins of you and I. This time you see- like holy water, it only burns you faster than you'll ever dry. | |
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| | #436 (permalink) | |
| SFM Nugget | Quote:
Knock yourselves out. | |
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| | #439 (permalink) |
| This time you see | I can't speak as an expert, but with a mesh the size of this one, 4 million polys at this stage of the build does seem excessive. I would suggest that 4-5 million polys when the build is complete and all elements are in-scene together would not be too outlandish, assuming it was detailed to the level of a mesh like Al's Falcon, and window-boxed. The key thing to remember, is that a render with close up elements of the station mesh in it (say a docking sequence, for example) would take advantage of a modular build technique, and only show the mesh elements needed to make the scene. Either way, as a "detail mesh" of this size, you can either have it all on screen, and lower the apparent detail level (due to the fact the naked eye wouldn't be able to see small vents, switches, rivets etc') or a section of it on screen at a higher detail level. It's a principle similar to detail scaling in modern game engines and in motion picture modelling. |
| Here comes the water, It comes to wash away the sins of you and I. This time you see- like holy water, it only burns you faster than you'll ever dry. | |
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| | #440 (permalink) |
| The Kinky Turtle Sensei Realname: Howard E. Day Join Date: May 2006 Location: Eugene, OR Age: 26
Posts: 434
| Al's got a good point. I know from experience that if you don't clean this stuff up early it will come back to bite you hard later on. And at that point it's such an enormous pain in the ass to clean up that it pretty much doesn't get done at all - and you're left with a model that takes 5 minutes to render in a frame of animation, rather than one that takes 30 seconds. Remember that Earth-mars transit thing I did a while back? Ended up around 7.5M polys - and that was as absolutely optimized as it could possibly be - and still hold up close. And that monster was 1KM of exposed girders, fuel lines, and complicated nasa rip-off tech. Nightmare. Ended up having to render it in sections! It's absolutely a good idea to get as much of this stuff cleaned up now - long before you do any texturing - rather than have to deal with the pain of reducing Geo, UVs, and no longer instanced geometry all at the same time. |
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