Kedhrin Posted January 3, 2013 Report Posted January 3, 2013 YOUR TEXTURING IS GETTING BETTER BUT WHY DO YOU HAVE SO MANY LOOPS AND CUTS IN YOUR GEOMETRY, ARE YOU RETARDED OR SOMETHING SRS QUESTION? /caps lock and couldn't be bothered to turn it off and re-write it even tho explaining it has probably been more characters than just fixing the mistake i can see the the cuts in the wall / tower if he's doing intensive vertex painting, vertex blending, getting highly detailed vertex baking from radiosity, preparing for some destruction maybe, or more, who knows. I often work in 100% loops from the beginning and only clean up when its time to do LODs because it's easier to work with edge loops. super low poly isn't always the best route to take. there are other techniques you know, all depending on the situation. -HP- 1 Quote
-HP- Posted January 4, 2013 Report Posted January 4, 2013 Also, polys is the least of your worries nowadays. Concentrate on doing art, you can learn to optimize shit pretty quickly, funnly enough. NeilJones313 1 Quote
Rick_D Posted January 4, 2013 Report Posted January 4, 2013 i understand where you are coming from but... i don't think those are the reasons neil is using that many polys. polys are less important but they are still important, especially on consoles -HP- 1 Quote
Kedhrin Posted January 4, 2013 Report Posted January 4, 2013 Even on consoles, if that's the only wall in your scene, you're fine. That's what's amazing about the next generation. A lot of people think its a downfall because you have to add more detail. The reality is, you don't have to spend as much time pulling teeth trying to get every frame *amazing*. Unless you work for some current gen game factory for XXX publisher, you don't need to worry about shit like that anymore (to a point, that doesn't mean go bananas). Game development is about to get a lot easier. Fuck r_speeds. Quote
D3ads Posted January 4, 2013 Report Posted January 4, 2013 lol no Im just making a higher poly room this is just one wall and I just started it stil you got some flat shit there divided in to milions of polys, im with rick here my Mayan calendar i was playing with Naughty Dog would be proud knj 1 Quote
Rick_D Posted January 4, 2013 Report Posted January 4, 2013 Even on consoles, if that's the only wall in your scene, you're fine. That's what's amazing about the next generation. A lot of people think its a downfall because you have to add more detail. The reality is, you don't have to spend as much time pulling teeth trying to get every frame *amazing*. Unless you work for some current gen game factory for XXX publisher, you don't need to worry about shit like that anymore (to a point, that doesn't mean go bananas). Game development is about to get a lot easier. Fuck r_speeds. i think you are right.. but i also know you're wrong haha waste is always waste. when you know how to build efficiently then the whole issue of "cleaning up afterwards" isn't a problem. personally i think its better to know the perfect way to do something so that you know how and when to cut corners and what impact that is going to have. and with nextgen, it's not like its going to be a magic bullet, purely from speculation theres no way they'll be more powerful than a high-end pc and when you look at pc-only games like stalker (and witcher etc) then its easy to see that performance is still going to be an issue unless you know what you're doing to begin with. this is all academic anyway, because i don't think that neil has those loops there for any reason other than a simple mistake - just one look at the tower can tell you that, it's not for vertex painting or occ baking. kikette and -HP- 2 Quote
NeilJones313 Posted January 5, 2013 Report Posted January 5, 2013 stil you got some flat shit there divided in to milions of polys, im with rick here Its not as bad as it looked I was just rendering out in marmoset and it added some stuff. this is what it looks like in max and what I mean by high ploy was just modeling the insets not just adding lots of polys to the walls Quote
NeilJones313 Posted January 5, 2013 Report Posted January 5, 2013 I got a lot of low poly stuff on my site Im trying to do something different then the stuff I have. Quote
Pampers Posted January 5, 2013 Report Posted January 5, 2013 You should still optimize that geo you have there, before going around creating larger pieces from it. Quote
kanine01 Posted January 5, 2013 Report Posted January 5, 2013 (View in 3D) I added a bit to the model. Any CC would be appreciated. Quote
Rick_D Posted January 5, 2013 Report Posted January 5, 2013 only the dead can know peace from this incompetence knj 1 Quote
knj Posted January 5, 2013 Report Posted January 5, 2013 Neil, still you have to much loops there, this is a wall, if you want to make it curver/ not straight use 1-3 loops, but why da hell you make a geo out of every wood planks ? again the same thing for the pictures, it may also be a 5 side cube and no one will ever see those cuts u have there, maybe if they are looking at the geo from a VERY small distance Quote
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