sounds like a party to me!leileilol wrote:looks like you're delivering a muffin on a tray with a butterknife stuck in it
What are you working on?
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anyway...... inb4 mvc3
initial testing ingame so the joints are super jagged. skin's not even finished
despite that, the face turned out great really really really great
and before anyone complains about the unquakeness of this post...
THERE! YOU HAPPY? SHE ISNT CUTE ANYMORE
this is why you should never model in thousands of polygons for a MDL (PSP kiddies take note. model in 200-800 triangle ranges instead for optimal performance AND appearance and rely on the skin for smaller features like eyes)
initial testing ingame so the joints are super jagged. skin's not even finished
despite that, the face turned out great really really really great
and before anyone complains about the unquakeness of this post...
THERE! YOU HAPPY? SHE ISNT CUTE ANYMORE
this is why you should never model in thousands of polygons for a MDL (PSP kiddies take note. model in 200-800 triangle ranges instead for optimal performance AND appearance and rely on the skin for smaller features like eyes)
i should not be here
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yes
the low precision doesn't make it look good, though. nevertheless the call for people to raise mdl's vert/polygon limits in new standards seem to be dumbfounded despite the bad vertex quality
fyi that model is around 4450 triangles, most of the polygons are in the face as the eyes, eyebrows and mouth are individually modeled. Since I made her for a skeletal format in mind I can get away with that plus the vertex buffers and all sorts of T&L making her 4k polycount less troublesome. I can even drop a 20k tri LOD level in there and it won't hurt (except the integrated graphics with no real t&l - go upgrade already if you haven't) (AND EXCEPT THE PSP BECAUSE PSP SUCKS)
blender's game support is a trainwreck. the collada scripts aren't even fully functional - so much for a call for a decent exchange format. I still have to use MD5 to do a PSK.
though, with noesis, maybe I should try exporting an IQM then making that a PSK. IQM's probably the only skeletal model format Blender can export to properly since it wasn't coded blindly in the dark at a shot of saying 'ya blender can do that too lol go free software' then again it IS Blender - where 99% of the artists think a non-subdivided model is bile and should be destroyed, and triangles are vile and should be quaded, and uvmapping is a waste of time..... actual game-style modeling is rarely done there, so it really makes me feel alone in hitting 'new territory' when i'm trying to do game stuff in Blender
the low precision doesn't make it look good, though. nevertheless the call for people to raise mdl's vert/polygon limits in new standards seem to be dumbfounded despite the bad vertex quality
fyi that model is around 4450 triangles, most of the polygons are in the face as the eyes, eyebrows and mouth are individually modeled. Since I made her for a skeletal format in mind I can get away with that plus the vertex buffers and all sorts of T&L making her 4k polycount less troublesome. I can even drop a 20k tri LOD level in there and it won't hurt (except the integrated graphics with no real t&l - go upgrade already if you haven't) (AND EXCEPT THE PSP BECAUSE PSP SUCKS)
blender's game support is a trainwreck. the collada scripts aren't even fully functional - so much for a call for a decent exchange format. I still have to use MD5 to do a PSK.
though, with noesis, maybe I should try exporting an IQM then making that a PSK. IQM's probably the only skeletal model format Blender can export to properly since it wasn't coded blindly in the dark at a shot of saying 'ya blender can do that too lol go free software' then again it IS Blender - where 99% of the artists think a non-subdivided model is bile and should be destroyed, and triangles are vile and should be quaded, and uvmapping is a waste of time..... actual game-style modeling is rarely done there, so it really makes me feel alone in hitting 'new territory' when i'm trying to do game stuff in Blender
i should not be here
Splash Damage advertises Blender for gaming stuff.
http://wiki.splashdamage.com/index.php/ ... st_Terrain
Blender fans = OMG heresy.
http://wiki.splashdamage.com/index.php/ ... st_Terrain
Blender fans = OMG heresy.
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