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Army truck specs?

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I want this to be nice quality for current games, this is the mid poly.. I'll be cutting it down to the low later.

I plan to use 2 sheets, 2048 for inside on the inside sheet ill have to include alpha for the fence in the back corner around the machinery stuff, 4096 for outside, for udk.
On tri count I estimate it to be about 22k when lowered to final,

are these specs good for a truck like this?

Replies

  • EarthQuake
    NautalusX wrote: »
    I'll be cutting it down to the low later after I've done my bakes.

    After you do your bakes?

    What?
  • JonathanLambert
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    JonathanLambert polycounter lvl 13
    That would be fine for a portfolio piece but you would probably need to cut those specs in half or more for in game.
  • NautalusX
    I meant after I'm done making my high out of a copy of this model, Then I'll cut this down to make the low.

    I've seen on recent games tri counts getting very high for vechicles, I'd guess that even 40k would be acceptable, depends on the environment it's in I know. But most characters are 10k-15k nowadays arn't they. And a system capable of doing 4mil tris per frame, so my 40k+3 chars is only about 100k tri leaving 3,900,000 tris left for everything else? :o
    My logic is thats fine if it's a main vechicle, but I could be wrong.

    and to mention, the player can walk inside the vehicle.
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    It's OK EQ, just take a deep breath and let me handle this :P

    You can't do that (change your model after the bake), since changing the vertice's and shape of your model (aside from simply moving stuff around) will break your Normal Map. Your normal map is reliant on how your model was baked (smoothing group, UV shell, cage, vertice position and number, etc) so by cutting down your model you will be messing with all this information that the Normal map would be expecting to have.

    As for the model itself, someone with more time might be able to better help you, but I'm seeing alot of extra polies that would serve no purpose (EI: the pipes/ladder thingies have too many polies on the sides and one in the middle that the player won't notice), such as the door, which has I think about 10 lines running through it for no reason.

    Also, I suggest you go back and delete repeating parts of your model, since those will kill your UV map in no time. Just unwrap and focus on one 'piece' of your model, and instance that.

    Yes, its true, we have a big budget in terms of polycount (pun intended) when it comes inside engines, but at the same time, you're thinking in terms of high-end games, which many studios don't do. Even games like Crysis were at most pushing a couple of K's for the characters, some scenes with vehicles included didn't pass the 500K limit.

    So while I see where you're coming from, and as Lambert said, it would be fine for a Portfolio piece to get all those nice bevels, in a studio you will need to seriously cut that down to around 20-30K, if the character is going to get inside the vehicle, then with the optimizations that I mentioned above, you can get it in the 30K range.
  • NautalusX
    Ok, you guys are seriously misunderstanding me. I know that you can't change the low poly after baking a normal map. What I mean is that this model is what I'm using as a MID poly.. or 'start' to make my high and low poly models out of.. once im done making all my wonderful highpoly details out of this as a start.. then I can go back to a copy of this and just cut it down to make the low poly, then double check/ make changes to make sure the low and the high match up good, then uv and bake.

    thanks for the info on tri counts
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