Thanks, IAmDeathComeForThee, and best wishes for your course work.
Cyclops Request Thread - Hill Giant Head Variant
#51
Posté 06 mars 2014 - 03:11
#52
Posté 08 mai 2014 - 04:04
This is a cool project not sure how I missed it. I think you were right about lengthening the legs as you mentioned (if that's still easy to do at this point). The arms and legs have somewhat of a "dwarf" proportion to them. I'd say about 20-25% length in both would work wonders.
#53
Posté 23 juillet 2014 - 08:49
Sorry guys this has been put on the backburner for a little bit. I have every intention to come back to it, but it may not be until summer that I have it fully released. I'll be starting some classes and the reading already is super intense and takes up most of my evenings. But here's another image just for fun.
Hello IAmDeathComeForThee. Did you have a chance to get back to this during the Summer break? It would be pretty cool if you happened to get it working. Thank you!
- IAmDeathComeForThee aime ceci
#54
Posté 24 juillet 2014 - 01:09
- rjshae aime ceci
#55
Posté 24 juillet 2014 - 01:34
Fire giants and frost giants seem to use a different skeleton. Frost giants in their idle pose are looking down, as if looking at a smaller creature, while fire giants appear to be looking straight ahead.
#56
Posté 24 juillet 2014 - 04:25
I think I'll go with the fire giant. loaded up the skeleton and seems like it'll be a good match. What is the typical polygon limit again for a creature? What should I put this guy at? I'm making a new base mesh with zRemesher and Decimation Master.
#57
Posté 24 juillet 2014 - 04:56
Fire giants use the dwarf skeleton. It's pretty obvious from their appearance and their written description which describes them as big dwarves.
The absolute highest recoreded poly count in game is just under 6k for one of the (blue?) dragons.
A detailed, larger creature is quite welcome in the 2k to 5k range. Since yours is kind of a solitary beast I'd say right for the 6k is fine.
#58
Posté 24 juillet 2014 - 11:48
But, anyway, 6k would be nice to work with alright.
#59
Posté 24 juillet 2014 - 01:01
Since they do have their own skeletons I guess you would pick which matches your proportions. One thing I am curious about for my own fat guy project, and possible future ones, is must the skeleton be an exact match? Or can you move bones, and the animations will still work, just from different starting positions?
I would assume your squatty looking model would best match the one with low knee caps.
#60
Posté 24 juillet 2014 - 01:15
#61
Posté 24 juillet 2014 - 01:44
@ kamal- my thoughts exactly and I dont believe there is any said limit on polygons. I've imported a 25k mesh without issues, although it was static.
#62
Posté 24 juillet 2014 - 03:41
It's more in terms of consistency. If the mesh is so ridiculous that it makes the world around it look like 8 bit nes, then it kind of ruins the surrounding world.
I see a reasonableness to extending to anything under 10k. I don't see a 6k limit as so bad though, I would assume the vast majority (95%+) of your meshes detail would be preserved to the human eye.
#63
Posté 24 juillet 2014 - 03:51
#64
Posté 24 juillet 2014 - 03:52
@ kamal- my thoughts exactly and I dont believe there is any said limit on polygons. I've imported a 25k mesh without issues, although it was static.
I stopped at 13k without problems either, the only thing is that it increases the loading time of the area quite noticeably.
- IAmDeathComeForThee aime ceci
#65
Posté 24 juillet 2014 - 04:18
Proportions don't match the dwarfs skeleton at all, but very well with the fire giant's skel. The fire giant looks and attacks downwards like the frost as well.
@ kamal- my thoughts exactly and I dont believe there is any said limit on polygons. I've imported a 25k mesh without issues, although it was static.
I believe there's an absolute limit set by the MDB file format--the vertices index for a triangle face is a uint16 (4 byte) variable. It's still pretty large: 65,535 vertices, or at least 65535/3 = 21,845 faces. You can do more if the faces share a lot of common vertices.
#66
Posté 24 juillet 2014 - 04:19
Ya I know what you mean about where the "differences" start. If 3k to 6k is the sweet spot, and even the game itself goes to 5.8k models, I'd say 6k is where it's at. I'm having trouble with my fatty sticking to 4k or under (but I'm very new and very bad). We will see where it ends up.
#67
Posté 26 juillet 2014 - 12:44
Is there an actual poly limit for creatures? I'd think modern computers could deal with having some more nwn2 creatures with > 5000 polys ?
not the hardware is the limit, but the engine. nwn2 will never be capable of what modern engines can handle. today it ain't uncommon to draw hundreds of thousands of polys in one frame. just look at the ported buildings from oblivion. while it runs perfectly smooth a similar scene in nwn2 (with the buildings used) stutters like hell. it's true that today there's no problem to exceed the polylimit in a few cases (especially when lod models are being used), but there's still a point not that far where performance starts to crumble. it's always best to deal with the limits.
just thinking of all the mods (hair, heads, custom props, etc.) with thousands of polys and precious performance literally wasted because there's no lod data drives me mad. this all adds to the render time.
#68
Posté 26 juillet 2014 - 01:19
But anyway, as for the Cyclops. I adjusted his proportions to look more "giant" like. Here are the results. Starting on clothing now.
http://vimeo.com/101764915
(hmm, vimeo won't embed this time around for me...)
- rjshae aime ceci
#69
Posté 26 juillet 2014 - 03:04
The first things I'd check in the City Hak for slowdowns, aside from polygon count, would be whether they don't have LOD models, and whether the textures don't have mipmaps.
#70
Posté 26 juillet 2014 - 03:41
Hey I just wanted to clarify for you about the cyclops dude. When I said 6k, that is "triangles", as in mesh count, so basically half the limit for the number of polygons compared to what you see working with quads/squares.
So if working with quads the limit would 3k area.
#71
Posté 26 juillet 2014 - 03:59
Yes, dont worry. I know the difference between tris and quads. That video I posted of the model has 13 million tris. ![]()
#72
Posté 26 juillet 2014 - 07:58
Ive imported a lot of Skyrim stuff, and honestly the high polygons have little to no stuttering effect on my end.
still it's the engine which bottlenecks the polycount ultimately.
#73
Posté 26 juillet 2014 - 02:09
That guy is so disgustingly flabby
- IAmDeathComeForThee aime ceci
#74
Posté 26 juillet 2014 - 08:04
Thanks ![]()
Well my 3ds has started crashing on startup. Load screen appears for a few seconds, then I get an error and a crash.
Anyone with any ideas why this would all of the sudden start happening or have had it happen to them?
#75
Posté 26 juillet 2014 - 08:08
Error no, but mine started to load and stay hidden forever. Had to delete the ini files in the base directory. ALl they do is set custom preferences and so on. Doesn't sound like a related issue but you could try it.





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