Thanks for your info...
And as for poser models in my project.. lol
They can screw off because I spent 200.00 for there software and it came with a built in 3ds and obj and many other format exporter built right in..
Plus the app is inst for any commercial profit anyway..
And If I have problems with them Ill be sure and email them and tell them they can stick there software that wasted all this money on and they wont see a dime of mine agian...
As for the older poser models I can see the polygons on the lower poser models like poser 1,2 in particlar and they look kinda blocky...
I thought that if I used smoothing in max it just adds more polys anyway yes no...
So If I use a blocky looking human model then how can I optimise it so that it renders in the irrlicht engine smooth and dosnt appear to have many flat surfaces on it...?
The texture part at this time is my last problem lol..
Its just getting a nice smooth looking human model that I can use..
I dont plan on putting any cloths on them just textures of cloths to keep the polys low as well...
I have a program that creates vrml avatars and they look great ...But ive taken them and tried to open them into max and they are gziped...
So I unzip them and they are bad format 3ds max says..
Ive read someplace that avatar studio is for the blaxxun 3d browser plugin only ...
I would sure like to find a avatar creation software someplace I can use..
I can model simpler things but when it comes to human models you dont want to see what I can make lol...
Any ideas of a good avatar creation tool for making games that has templates to work with...
I do have milkshape and ive not used it in a very long time.. The models ive messed with in it for old quake stuff and the models dont even have fingers lol...
Ive seen some nice looking characters that have low poly counts but not sure how these people are getting them to look so smooth without adding all the polys to them...?
Poly count limit?
accidental touch of a button
Last edited by vermeer on Thu Oct 21, 2004 9:53 am, edited 1 time in total.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
lol It's called normals.
or smooth groups.
In max, edit poly or edit mesh modifier, at the very end of the roll down right panel, surface , and there, you can use smooth groups or autosmooth. long to explain groups. just select all faces in model(in faces level!), set a number like 70 or 80, or 60 beside autosmooth, and hit the autosmooth button.
If you were applying an MESHsmooth,NURMS, etc, that actually increase the plygons crazily and non eficiently.
free game models here
http://psionic3d.co.uk/
or smooth groups.
In max, edit poly or edit mesh modifier, at the very end of the roll down right panel, surface , and there, you can use smooth groups or autosmooth. long to explain groups. just select all faces in model(in faces level!), set a number like 70 or 80, or 60 beside autosmooth, and hit the autosmooth button.
If you were applying an MESHsmooth,NURMS, etc, that actually increase the plygons crazily and non eficiently.
free game models here
http://psionic3d.co.uk/
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Thanks for the link...
And ill have to try out the smoothing and see..
Not sure why I thought it was adding more polys..
Ill mess with it some tonight...
Thanks again..
I just create simple models in max as im not the best with the advanced stuff yet so this is just a step I need to take anyway..
Thanks everyone for all the great info you have given...
And ill have to try out the smoothing and see..
Not sure why I thought it was adding more polys..
Ill mess with it some tonight...
Thanks again..
I just create simple models in max as im not the best with the advanced stuff yet so this is just a step I need to take anyway..
Thanks everyone for all the great info you have given...
-
- Posts: 156
- Joined: Wed Jul 21, 2004 4:29 am
- Location: Mishawaka, In
the reason i asked
well the reason i asked is because i use lightwave 3d and cinema 4d for my models and meshes which both are capable of photorealistic I.E. friggin huge poly count models, and i could not get anything over 65,535 polys to load,
so i guess i need to check into irrlicht nx, lol shouldnt be too hard to port my code to it being as its a modified version of the engine...lol
so i guess i need to check into irrlicht nx, lol shouldnt be too hard to port my code to it being as its a modified version of the engine...lol
Wow im shocked this thred is still going..
Well I tried the path of very high poly models for my characters and actually After trying the There.com chat program I noticed just how well a rather low poly model can look...
Granted they could be much better in the chat program .. like all five fingers inted of only three lol.. But the basic head and face and legs arms and so on where not that bad at all..
In fact Im sure with some better textuers on them they would have looked very nice...
I mentioned some place here I play the game UrU by ubisoft and was hopeing to get character that looked at least that good..
I looked very close and noticed a line down the center of the back of the head... lol
The model after very close look Is more Poly count then there.com for sure but still is below the poly count limit that would cause slow loading or anything of that nature in irrlicht...
I still have that small delay just loading bsp maps so maybe its just my system for some strange reason..
But after some playing around I was able to load poser 3 and 4 modles wich are huge in poly count and the engine maybe took a few seconds to load it but when loaded it ran just fine...
I did have to disable the shawdows for it to load some of them...
Maybe if you have shawdows enabled try to disable just for a test...
Im not sure why the shadows effect it...
My gues is that the shadow is even counted as polys or maybe just something do with the way the engine handles the memory and when shadows are added to these very high models its overload and bam lol..
So My problem now is im not the best modeler but lol Im going to take low poly models and add higher poly parts to them after I lower the poly counts and then try to use the smoothing in 3ds max and then take the parts and put them together to make a character...
I think with some work ill come up with a very awsome looking model as the parts I want to look more realistic will and the parts that are not so important I leave low poly..
Maybe just an idea...
Like I said I know from what ive heard here in this forum and from what ive seen on the net and with some programs that lower poly models can look very nice if you work with them some and the most important part would be the textures...
I didnt see a lot of diff between using high res textures and low res textures so a med res texture im sure would be quite nice...
Well I tried the path of very high poly models for my characters and actually After trying the There.com chat program I noticed just how well a rather low poly model can look...
Granted they could be much better in the chat program .. like all five fingers inted of only three lol.. But the basic head and face and legs arms and so on where not that bad at all..
In fact Im sure with some better textuers on them they would have looked very nice...
I mentioned some place here I play the game UrU by ubisoft and was hopeing to get character that looked at least that good..
I looked very close and noticed a line down the center of the back of the head... lol
The model after very close look Is more Poly count then there.com for sure but still is below the poly count limit that would cause slow loading or anything of that nature in irrlicht...
I still have that small delay just loading bsp maps so maybe its just my system for some strange reason..
But after some playing around I was able to load poser 3 and 4 modles wich are huge in poly count and the engine maybe took a few seconds to load it but when loaded it ran just fine...
I did have to disable the shawdows for it to load some of them...
Maybe if you have shawdows enabled try to disable just for a test...
Im not sure why the shadows effect it...
My gues is that the shadow is even counted as polys or maybe just something do with the way the engine handles the memory and when shadows are added to these very high models its overload and bam lol..
So My problem now is im not the best modeler but lol Im going to take low poly models and add higher poly parts to them after I lower the poly counts and then try to use the smoothing in 3ds max and then take the parts and put them together to make a character...
I think with some work ill come up with a very awsome looking model as the parts I want to look more realistic will and the parts that are not so important I leave low poly..
Maybe just an idea...
Like I said I know from what ive heard here in this forum and from what ive seen on the net and with some programs that lower poly models can look very nice if you work with them some and the most important part would be the textures...
I didnt see a lot of diff between using high res textures and low res textures so a med res texture im sure would be quite nice...
look, I don't pass much times over these forums now, for other duties, but...you wont find much good free models in internet. Not free for comercial, but usually not free at all...
Realtime games today (what ppl call "3d games", that's it, almost all today) are tipically using like 3,500 - 5.000 triangles(not quads!) models per character, if it's a typical multiplayer, with not a massive number of player at once in screen, but usually like 3- 8 ...
But that's for really optimized comercial engines done by a troop of coders that only do that in their job time... Unreal engines, Doom3, etc.
Usually, the vast majority of game engines do quite well just using 1,500 -2,000 tris models. For this reason, most of those I give away, are ~2,000.
Yep, using poser4 model for a gaem..woah.
yep, logically it's killing the performance, as probably is taking in its calculation that huge load of tris. If u could finally without shadows load well an animated poser model in irrlicht that sounds a very good news bout irrlicht.poser 4 models aren't thought for realtime in any way, and for several reasons.
Look, a dig at polycount downloadable models, will teach you more than you could imagine.
My models are almost all with fingers, and they keep being at 2000 or so.
It's possible is just knowing a art by itself...is quite different than just throwing polygons without worries
Look, all models at polycount are not usable for comercial projects.And most of them(if not all) aren't usable in other thing than the game was thought for (ie: quake3 arena)
I have some models, available free for any one, any use, even modification allowed. Comercial use, etc.
well, I have em uploaded for other reason, so ur in luck
Most all untextured,(or have just an initial base) and the one called kung has even not its uv maps organized. A task for the user.
It's my old, free crap. So, only kung has fingers, the others, only like two "fingers", u'll see that. It wasn't so much noticed in the old fps times, quake3 , quake 2. , etc. One of em is ~1400 tris, the other ~1900 , kung is a bit past 2000.
With ALL of them u can make a game player. Is the counts used not long ago.
And it allways depends, even today , rts realtime 3d game, use way less tris, using just impostors for long distance models, like a polygon with a alpha mapped texture.
So it not allways is about hardware and engine, but mostly, ur game type, and how u think stuff to optimize.
I'd see it crazy to use just a poser model for not optimizing the model...what a pain it will be to optimize performance, them...and also, u got allways remove a poly if it's unnedded waste...most stuff is done by good normals shading and textures.
the quake3 like model, a bit higher incount, 1900 or so. No fingers, fully uv mapped, texture started, repaint it if you wish, or just polish a bit the texture, if u know how to.The weapontexture is a some minutes crap, and with maybe the quickest and more terrible uv mapping done ever
the street fighter like type (remember those 90's 2d fighting machine games, like capcom's). Long hair, floating shirt. A pain to bone and animate, though...Unless u position it before rigging so to adher it to body and not let it move independently during game
my probably second model for 3d real time I made many years ago...is crappy, but many ppl used it. As the others , texture just started to be made, some scratches in this one only
VERY important. Don't credit me for this if u modify the models, which more likely is what u're gonna do. You wont do me a favor if u do so...
Even more, don't credit me at all. Indiy ppl use to like it, but is my lower level of what I can output. So is not "portfolio" thing in anyway.
Realtime games today (what ppl call "3d games", that's it, almost all today) are tipically using like 3,500 - 5.000 triangles(not quads!) models per character, if it's a typical multiplayer, with not a massive number of player at once in screen, but usually like 3- 8 ...
But that's for really optimized comercial engines done by a troop of coders that only do that in their job time... Unreal engines, Doom3, etc.
Usually, the vast majority of game engines do quite well just using 1,500 -2,000 tris models. For this reason, most of those I give away, are ~2,000.
Yep, using poser4 model for a gaem..woah.
yep, logically it's killing the performance, as probably is taking in its calculation that huge load of tris. If u could finally without shadows load well an animated poser model in irrlicht that sounds a very good news bout irrlicht.poser 4 models aren't thought for realtime in any way, and for several reasons.
Look, a dig at polycount downloadable models, will teach you more than you could imagine.
My models are almost all with fingers, and they keep being at 2000 or so.
It's possible is just knowing a art by itself...is quite different than just throwing polygons without worries
Look, all models at polycount are not usable for comercial projects.And most of them(if not all) aren't usable in other thing than the game was thought for (ie: quake3 arena)
I have some models, available free for any one, any use, even modification allowed. Comercial use, etc.
well, I have em uploaded for other reason, so ur in luck
Most all untextured,(or have just an initial base) and the one called kung has even not its uv maps organized. A task for the user.
It's my old, free crap. So, only kung has fingers, the others, only like two "fingers", u'll see that. It wasn't so much noticed in the old fps times, quake3 , quake 2. , etc. One of em is ~1400 tris, the other ~1900 , kung is a bit past 2000.
With ALL of them u can make a game player. Is the counts used not long ago.
And it allways depends, even today , rts realtime 3d game, use way less tris, using just impostors for long distance models, like a polygon with a alpha mapped texture.
So it not allways is about hardware and engine, but mostly, ur game type, and how u think stuff to optimize.
I'd see it crazy to use just a poser model for not optimizing the model...what a pain it will be to optimize performance, them...and also, u got allways remove a poly if it's unnedded waste...most stuff is done by good normals shading and textures.
the quake3 like model, a bit higher incount, 1900 or so. No fingers, fully uv mapped, texture started, repaint it if you wish, or just polish a bit the texture, if u know how to.The weapontexture is a some minutes crap, and with maybe the quickest and more terrible uv mapping done ever
the street fighter like type (remember those 90's 2d fighting machine games, like capcom's). Long hair, floating shirt. A pain to bone and animate, though...Unless u position it before rigging so to adher it to body and not let it move independently during game
my probably second model for 3d real time I made many years ago...is crappy, but many ppl used it. As the others , texture just started to be made, some scratches in this one only
VERY important. Don't credit me for this if u modify the models, which more likely is what u're gonna do. You wont do me a favor if u do so...
Even more, don't credit me at all. Indiy ppl use to like it, but is my lower level of what I can output. So is not "portfolio" thing in anyway.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
oh, and of course, the dwarf x model..i made it. hehe, that one I made it as a joke, really...But was th only x model I had...
A last thing. I don't pass now often by this forums, and they get a lot of activity (which is good) .So, chances are I'll miss most posts in most threads. Like this one....me not replying just means I have not seen it again.
A last thing. I don't pass now often by this forums, and they get a lot of activity (which is good) .So, chances are I'll miss most posts in most threads. Like this one....me not replying just means I have not seen it again.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Thanks vermeer for all the info...
Im kinda glad I posted back here now.. I was just reading over the post and was shocked to see this thred still going..lol
And I thoght I said but maybe didnt.. lol Im not going to use the poser models for irrlicht lol..
I was a while back because was unsure of things, but insted im going to use parts of models and just put one together..
So ive downloaded your models and look them over and see if I can use parts of them...Thanks for sharing them..
Really the hardest part for real is the setting up the bones system to animate them after I put one together lol hehhe...
I made a mess of the last one I atempted to do in max lol....
Practice will make perfect i hope.. or at least half ass close to perfect lol..
Again thanks for the info..
Now if I only could get this nice of info on using IMetaTriangleSelectors and some example code so I simply add or remove at will any object I want from collision.. lol..
Im kinda glad I posted back here now.. I was just reading over the post and was shocked to see this thred still going..lol
And I thoght I said but maybe didnt.. lol Im not going to use the poser models for irrlicht lol..
I was a while back because was unsure of things, but insted im going to use parts of models and just put one together..
So ive downloaded your models and look them over and see if I can use parts of them...Thanks for sharing them..
Really the hardest part for real is the setting up the bones system to animate them after I put one together lol hehhe...
I made a mess of the last one I atempted to do in max lol....
Practice will make perfect i hope.. or at least half ass close to perfect lol..
Again thanks for the info..
Now if I only could get this nice of info on using IMetaTriangleSelectors and some example code so I simply add or remove at will any object I want from collision.. lol..