hi i am currently working on the a game project by zen davis.
I will be making some assets and will post them here for some feedback yours sincerely Terry
first one a Dvdcase
That's still a lot for a Dvd case. No need to have chamfers on that thing, put that in a normal map. You won't ever see it close enough to notice the chamfers.
if it's just environment clutter, 12 triangles for a DVD case - if there are going to be stacks of DVDs, like someone's movie collection, model one long rectangle and fake the number of DVDs in the texture.
If the dvd is something that you pick up and is right up in the players face - like the clue inspection scenes in L.A. Noir or inspecting items in Skyrim, then the current level of detail is fine.
if it's just environment clutter, 12 triangles for a DVD case - if there are going to be stacks of DVDs, like someone's movie collection, model one long rectangle and fake the number of DVDs in the texture.
If the dvd is something that you pick up and is right up in the players face - like the clue inspection scenes in L.A. Noir or inspecting items in Skyrim, then the current level of detail is fine.
the player will be able to carry it.And toss it if they need to. so i think the amount of detail is decent tnx for the feedback snd tnx justin^^ for explaining wy:D
Well if it's a one of a kind objet, such as an evidence that'd you pick up once to inspect, I guess 300 tris is fine, but if like Odium says its a random object that can be picked up and thrown at someone, etc, 12 tris is better. Since if every prop as small as a dvd case in your enviro/game is 300+ tris, you'd have serious fps issues real quick
Yeah 300 seems way to high. You can fake it with normal maps. 50 tris seems better.
And the papers on the board should be part of the texture, not extra geometry, unless the player looks at it a lot.
Yup. It looks like its just a misc object that can be picked up, randomly, but serves no point other than being an object you can pick up. Its not part of the game in anyway, its misc detail. 12 tris is fine.
HOWEVER.
Whether you go with a stupidly high polycount, or go with a sensible 12 tris object... The modeling really isn't up to scratch. Theres wasted polygons regardless, sharp edges, all sorts. Might need to look at some basic tutorials first, before moving onto these things.
EDIT:
Heres a misc, low detail map object I made for OverDose a while back. Its 12 tris, because it doesn't need to be any higher, its a misc object that has no bearing on the game at all other than for detail. Thats why its so low detail and doesn't look like I took a long time on it it was a few minutes:
both because we are saying the same thing. Unless it's straight up in your face inspecting the nooks and crannies, there's no reason to use a ton of triangles.
Konstruct is correct. You should just swap out the models once you pick up the object and hold it in your hands. That said, 301 triangles is quite a lot - especially so since you still have jagged corners. I don't really think you need more than 100 triangles, but even a box or chamfered box would suffice.
Look at the middle case in this image and in https://dl.dropbox.com/u/448525/DVDCases.max, and compare it with the other ones. Is it really worth spending 3x as many triangles, and some extra time modeling, for a marginally better look? Probably not. (yes, I took the time too, but for me it was just a relaxing side project - for you it's work with a deadline)
I have the feeling you guys (you, k21n and possible other artists you know) should have a talk with whoever is your art director. Otherwise you might run out of budget quickly; both in $ and in ▲.
I'd say remove the tris you used to make the seam and use them to make the football rounder. The seam is easily faked with a normal, the silhouette, not so much.
adjusted the football working on a tennisracket and ball and tried to implement your critiques on my other models still got a few questions:
How do I get my poly count lower? And should I make the ball rounder?
Replies
Posting these shots is pointless. Nobody can say if its far too high, far too low... Anything.
If the dvd is something that you pick up and is right up in the players face - like the clue inspection scenes in L.A. Noir or inspecting items in Skyrim, then the current level of detail is fine.
this.
And the papers on the board should be part of the texture, not extra geometry, unless the player looks at it a lot.
HOWEVER.
Whether you go with a stupidly high polycount, or go with a sensible 12 tris object... The modeling really isn't up to scratch. Theres wasted polygons regardless, sharp edges, all sorts. Might need to look at some basic tutorials first, before moving onto these things.
EDIT:
Heres a misc, low detail map object I made for OverDose a while back. Its 12 tris, because it doesn't need to be any higher, its a misc object that has no bearing on the game at all other than for detail. Thats why its so low detail and doesn't look like I took a long time on it it was a few minutes:
both because we are saying the same thing. Unless it's straight up in your face inspecting the nooks and crannies, there's no reason to use a ton of triangles.
the bot is actually right this time lol
hhahahahahahahah xD
Konstruct is correct. You should just swap out the models once you pick up the object and hold it in your hands. That said, 301 triangles is quite a lot - especially so since you still have jagged corners. I don't really think you need more than 100 triangles, but even a box or chamfered box would suffice.
Look at the middle case in this image and in https://dl.dropbox.com/u/448525/DVDCases.max, and compare it with the other ones. Is it really worth spending 3x as many triangles, and some extra time modeling, for a marginally better look? Probably not. (yes, I took the time too, but for me it was just a relaxing side project - for you it's work with a deadline)
I have the feeling you guys (you, k21n and possible other artists you know) should have a talk with whoever is your art director. Otherwise you might run out of budget quickly; both in $ and in ▲.
new asset let me know what i can change and adjust yours sincerely Terry
How do I get my poly count lower? And should I make the ball rounder?