Costa07's Models

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Yeah it wasn't to hard i posted some pics in the post about if you can see the video good enough. But I'm hoping to get all the transportation models done. Either by me or if some one else is up too help thats great i just want new vehicles in game. And i already thought about its second form and saved a separate file at the midway point so i can make the second model from that point. So that one is pretty much done too.
 
Model looks great!
Here some official art images:
fff_ff7_cg_06.jpg

ff7-highwind3.jpg

7b-highwind_v2.jpg

ff7-highwind4.jpg

ff7-highwind1.jpg

ff7-highwind2.jpg

They should help with details :wink:
 
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It looks great costa! My only suggestion is to move the lower deck up, closer to the body. right now it seems like it's much further away than the pictures dictate.  How many polys is that thing at this point?

lee
 
Ok i'll move it up what do you think like 1/4 of the way or 1/2 of the way? And about the polys i didn't even think about that till this point. The original model used 3 different .p files these right here. I look up my poly count in a minute. Any one know the poly count allowed for each .p file?



 
i'd go 1/4 of what you have now, in all the pictures the lower deck seems to sit very close to the body of the aircraft.  Looks very promising!!

lee
 
There isn't a polycount limit. You can stuff there as many as you want. Of course using too many polygons will slow down the game. And could cause memory problems also.

Well, actually, there IS a limit. It's just it's sensless to reach such boundaries. Due to the data types used to reference vertices, polygons, etc. You can "only" have as much as 2^16 vertices, polygons, etc. And in fact Kimera wouldn't be able to handle more than 2^15 due to the inability of VB6 to handle unsigned data types.
 
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UPDATED MODELS​
[/u][/i][/b]

HIGHWIND

Video:

Pics:





HIGHWIND TRANSFORMED

Video:

Pics:


 
Judging by the relative size of the on screen model, and the slowdown factor...

I'd say 750-1000 polys isn't too high. It might be excessive, but it would still be within the technical OK area.

You really shouldn't need that many if you're an efficient modeler.
 
The poly count so far is 

6982 for the transformed and

13958 for the normal model but i still need to get rid of some unnecessary poly that are not needed.
 
Wow.. I think Timu's whole Barret model is half the amount of polys as the transformed one
 
Don't forget the hard limit of 65536 vertices per group. You could just split it into several groups of course but I'm not sure Kimera can do that automatically.
 
I think low deck is still far from the body and propellers suppose to be fatter :|
 
one thing i noticed is that inside the engines, you have modeled the individual blades.  Get rid of them and make it a flat face, the textures will do more than enough to simulate those.  Also, it would be a PITA to have to work with a mesh for those, when one big texture will work just fine.  That should cut down on the poly count quite a bit.

and +1 for moving the deck a bit closer to the body.

also, you might want to use the original game model to line up your engines and such.  I don't think you can move the fire and wind sheer that comes off of the original, and it'll look very wierd if they dont line up perfectly(or close).
lee
 
You'll never see the effect of that many polys in the game...

12 is about the most divisions you need to make a cylinder look round at that size. 8 would likely suffice, and most games from the PS2 era used 6...

If you weren't using blender I'd suggest using the Reduce function... Regardless... your model is pointlessly over-round.
 
Don't forget the hard limit of 65536 vertices per group. You could just split it into several groups of course but I'm not sure Kimera can do that automatically.
True, I was wrong about the vertex indices data type. And no, the currently released Kimera can't even load 3Ds files so there is not much it can do right now about the vertex limit :-P
 
looking at the model in context, you should have a polygon budget of about 600 polys. 800 would be pushing it.

You gain nothing with thousands of polygons.
 
Just remember this.

A good texture can sometimes make up for a bad model, but a good model will always look bad with a bad texture.


The trick is to get the model as small as possible and make up for as much as you can through textures. Once you get it looking OK, if you have more polygons in the budget you can use them to make the model look better, but you should always shoot for efficiency over shear beauty.

Your model has more polygons for less effect than an entire player model for an average Xbox 360 or PS3 model. (They carry a 6k to 10k average depending on size-on-screen and company)

An average PS2 model is generally under 4k with quite a few being within tens of 2500.


I entirely agree with what halkun said, I said 1000 before, but I also said it was excessive. Do remember that the entire Highwind is only about 3-4 inches or less on an average sized monitor, and not much bigger on the larger ones.


Try looking at the model from a distance and see if you can count the individual polygons... In the majority of cases, you should be able to count the polygons when looking at the on-screen size of the model. (Few exceptions include highly detailed areas like character faces and hands, or joints that need to move fluidly.)


Again, round areas at your size, I'd suggest no more than 8 radial divisions.


Also, the more polys you have, the more difficult the model is to work on.
 
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