Emilio Le Roux Posted June 27, 2006 Posted June 27, 2006 I was very excited by new A:M exporting method, which seems to handle 5 point patches and hooks seamlessly. So I decided to start a new model freely using all A:M tools (instead of clumsyly joining uncontinuous splines together...) The modeling experiment consists in creating different 3D gamestudio LOD (Level-of-detail) models. Instead of making, texturing and animating several A:M models for different Levels of detail, my plan is to use A:M amazing spline modeling to create a model and export it at different subdivision levels. This is my work so far: The mesh in A:M Exported at 1 poly per patch, total 848 polygons Exported at 4 polys per patch, total 3272 polys... Side, low and high... This is a fairly complex model, even for the low poly version. What do you think on this polygon count? considering that it's only the head. Thanks! Quote
Emilio Le Roux Posted June 27, 2006 Author Posted June 27, 2006 Just to illustrate how 5 point patches are handled: This patch in front of the ear: turns into 3 triangles in the 1 poly/patch model Quote
Zaryin Posted June 27, 2006 Posted June 27, 2006 Looks great. The poly count seems a little high for the 4 patch, especially since the whole body isn't modeled. I might be wrong on that though. What are you using to export? Quote
KenH Posted June 27, 2006 Posted June 27, 2006 I didn't see the five point patch in the original post. Very nice conversion. I wonder if there are any hooks you could show? Are you exporting as obj? Quote
Emilio Le Roux Posted June 27, 2006 Author Posted June 27, 2006 Oh, I forgot it... I am exporting to .X model using AMXtex, trying both 1 poly per patch and 4 polys per patch. I just reduced the patch count here... I also distorted the model, kinda trying the mesh for another character. I am not sure about polygon counts, that's why I am asking... In latest years we've been seen models with anything from 300 to 1500 patches, but nowadays patch counts seem to be far bigger than that - and not necessarily in high end engines. I found no cathegoric information on the net - thus I plan to make a full body model at about 2000 polygons (1 poly/patch) or some 8000 (4 polys/patch). Quote
KenH Posted June 28, 2006 Posted June 28, 2006 I think for in game you're talking about 3000-5000 polys. Maybe abit more. Obviously the face needs as much as possible. Quote
Zaryin Posted June 28, 2006 Posted June 28, 2006 I think I remember reading somewhere where a guy made a male model, this included all the extras though (armor, clothing, etc...), for a XBOX 360 game and it was a little over 8000 polys. So I guess that could be alright. Like I siad though, I am not an expert in this area. Quote
Fred Posted June 28, 2006 Posted June 28, 2006 Hi Emilio, nice model ! you should add some textures. The new algorithm for building poly models seems to work much better then before. But i experienced some UV related bugs and missing [not flipped] polygons (which i reported already). Most models from the A:M 2006 & A:M Extras CDs don't export correctly independent of the format you use. Do you have any problems with exported models ? Fred Quote
Emilio Le Roux Posted June 28, 2006 Author Posted June 28, 2006 Hi Emilio, nice model ! you should add some textures. The new algorithm for building poly models seems to work much better then before. But i experienced some UV related bugs and missing [not flipped] polygons (which i reported already). Most models from the A:M 2006 & A:M Extras CDs don't export correctly independent of the format you use. Do you have any problems with exported models ? Fred uh oh... you brought me some bad news. Preliminary tests show some texturing errors in 5 point patches. However, the patches seem right when exported to 4 polys/patch. I guess (HOPE, actually) that it is a simple bug that could be fixed easily. here you can see that the 5 point patches on the pecs are textured bad. But they look smooth at 4 polys per patch! Note that this is an unedited A:M model, not made for poly count. It's some 4700 at 1, and 20000 at 4. I will make some more accurate tests, to illustrate this problem better, and to see if it's an AMXtex or a Hash SDK problem, then report it. Quote
Fred Posted June 28, 2006 Posted June 28, 2006 Hi Emilio, i've done another test with a model from the library and got the same behaviour you mentioned with increasing subdivisions. I'm sure the brilliant minds at Hash will find a solution and make the export another kick-ass feature for all game / realtime developers ! Fred Quote
Emilio Le Roux Posted June 29, 2006 Author Posted June 29, 2006 I hope so. I just made a more accurate test here. Quote
Emilio Le Roux Posted June 30, 2006 Author Posted June 30, 2006 Update. I think I'm getting close to a fair patch count. Only the feet are missing so far. I plan to use these 2 export methods for workless LOD versions of the model Quote
Emilio Le Roux Posted July 3, 2006 Author Posted July 3, 2006 Thanks Zaryin! Too bad I had to stop for a while - the 5 point patch decaling problem holds me back. Actually, I have 2 unexpected problems: 1) At 1 poly per patch, 5 point patches don't export properly their textures 2) At 4 poly per patch, the joints don't seem to animate very well. That's probably due to 3dgs models not supporting CP weights. Well, at least I hope they fix the texture problem soon. Quote
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