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Posted

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.

Posted

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.

Posted

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

calendar.jpg

my Mayan calendar i was playing with

Naughty Dog would be proud :)

Posted

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.

Posted

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

Untitled-1_zps3a3e1b8c.jpg

Posted

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

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