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 Modeling/Texturing

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~sciocont
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PostSubject: Re: Modeling/Texturing   Mon Apr 11, 2011 8:14 pm

Nice work, but 50000 is a bit much. 80 is good, what about something like 500?

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Hellome118
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PostSubject: Re: Modeling/Texturing   Tue Apr 12, 2011 1:26 am

ok, im no professinal moddeler but 500 will be alot easyer to work with.
mysterious_calii, Im sure i can make on with a few polygon tweeks,but do asteroids genrally have craters, because i thoght tjey made craters.[justify]
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Noitulove
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PostSubject: Re: Modeling/Texturing   Tue Apr 12, 2011 7:24 am

Hellome wrote:
ok, im no professinal moddeler but 500 will be alot easyer to work with.
mysterious_calii, Im sure i can make on with a few polygon tweeks,but do asteroids genrally have craters, because i thoght tjey made craters.[justify]

Yeah, they do. They're also generally smoother than what you have here, but those are usually the large ones, so I'm assuming this is small-scale although those are pretty smooth too.

This means we don't really need so many polys for in-game asteroids, just a cratery texture + bump/normal map or something.

On a side note, hello again, forums! For the most part I left because we're getting into the more technical stage of planning, a part which I'm pretty bad at (especially when compared to some of you). I didn't think I'd be much of a help. But sooner or later I might whip up a few sub-par concepts for aliens, but because I'm not very technical they might be technically worse than that.
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Mysterious_Calligrapher
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PostSubject: Re: Modeling/Texturing   Tue Apr 12, 2011 9:43 am

Little asteroids bump into big asteroids a lot. Hi, Noitulove!

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~sciocont
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PostSubject: Re: Modeling/Texturing   Tue Apr 12, 2011 8:12 pm

Asteroids generally live in pretty bad neighborhoods, so they get beat on a lot. Also, lots of the time asteroids group together to form large bals of separate rocks bound together by their own gravity.

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AIs-null
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PostSubject: Re: Modeling/Texturing   Sat May 07, 2011 11:03 am

50k polys is not High poly, it is rendering material, now everything between 50 for very small rocks to 1000 for really big asteroids sounds fine.
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~sciocont
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PostSubject: Re: Modeling/Texturing   Sat May 07, 2011 12:32 pm

AIs-null wrote:
50k polys is not High poly, it is rendering material, now everything between 50 for very small rocks to 1000 for really big asteroids sounds fine.
True, but we'll have many assets on screen at once, and the computer needs to do more than just render, it needs to do AI, biome simulation, auto-evo, etc.

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AIs-null
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PostSubject: Re: Modeling/Texturing   Sat May 07, 2011 5:23 pm

The GPU does not have to do much more than Graphics, the CPU and RAM however..
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~sciocont
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PostSubject: Re: Modeling/Texturing   Sat May 07, 2011 5:34 pm

AIs-null wrote:
The GPU does not have to do much more than Graphics, the CPU and RAM however..
It's best to keep everything at low complexity. Besides, a lot of the time, texturing is much more important to looking good than modeling.

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AIs-null
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PostSubject: Re: Modeling/Texturing   Sun May 08, 2011 2:51 pm

~sciocont wrote:
AIs-null wrote:
The GPU does not have to do much more than Graphics, the CPU and RAM however..
It's best to keep everything at low complexity. Besides, a lot of the time, texturing is much more important to looking good than modeling.

agreed. What i ment was, do not think of the computer as a whole, the processor is doing AI in collaboration with the GPU, the RAM is loading objects, and the VRAM is loading textures.
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