Any way to load more than 65535 triangles?

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Wolf Dreamer
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Post by Wolf Dreamer »

http://www.daz3d.com/

The two things listed as free are the things you should notice. Daz3d is a free download, as are their Victoria and Michael models. I suggest checking these out.

I notice also they are now advertising a product that was $269.00 and is now only $1.99. Rather odd. Probably a typo.

They give you some stuff free, then make money selling all the add-ons and model packs.
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vitek
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Post by vitek »

You say that you get interactive frame rates with high poly models in Daz3d, but do you actually know how often the scene is being updated? I would consider 10fps to be interactive if I was editing a model. If I was playing a video game that rendered one static character and a plane mesh at 10fps I would be sorely disappointed.

Also, you say that if you reduce polygon count in your models they don't look good. The problem is that you can't just reduce polygon count. If you look at the information provided on the Unreal 3 Engine, you will notice that they do all of their model editing with highly detailed models. They run a distributed post processing application that generates a low-poly mesh and a normal map. Their example model [shown previously in this topic] started out as 2,000,000 polys and was reduced to 5,287 polys and a normal map.

That said, there are tools out there that will generate a normal map. You just have to find or pay for them. Lots of commercial model editors provide normal mapping functionality, these are free...
  1. http://pixologic.com/zbrush/class/zmapper2.html [ZMapper]
  2. http://developer.nvidia.com/object/melody_home.html [Melody]
  3. http://www2.ati.com/developer/NormalMapper-3_2_2.zip [NormalMapper]
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Post by sRc »

adding to that, here's some further information on normalmaps and plugins for Lightwave
http://amber.rc.arizona.edu/lw/normalmaps.html
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Wolf Dreamer
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Post by Wolf Dreamer »

The Anaconda wrote:yes it does have support for those, see the Per Pixel Lighting example.

ive been trying to do some normalmap examples in Irrlicht myself (i have a model and normalmaps sitting on my desktop), but my video card died and im stuck on integrated grapics now :(
When I run that example, bump mapping and parallex mapping don't work.

I assume the problem is my 64MB NVIDIA GeForce2 MX Graphics Card. :(

When I try to use Melody things all files appear blackened. Probably for the same reason. That program is EXTREMELY slow for even the large soccer ball file it came with as an example. Must take hours to just finish one high quality image.

Anyway, my computer is 4 years old. I'm wondering how new a machine has to be for it to have come with a graphics board able to support this. I haven't bought any games in quite some time, so I'm not certain how many potential customers would be cut out.

Did this feature become commonly available on all computers bought from Dell, the nations largests provider, for instance, last year, or the year before? Anyone know?
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Post by sRc »

if it has a decent video card in it, then itll be there fine. if it just has integrated video, then youre gonna have the same results as your MX

basically you need an actual dedicated video card made somewhere in the last 3 or so years. the MX series wasn't designed to be dedicated 3D cards they were for very basic graphics needs to be used with motherboards that didnt have integrated graphics
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hybrid
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Post by hybrid »

If the bump mapping materials are not working you should get a message on the screen telling it to you, and also the fact that the default material is taken instead. I have this problem with my notebook, too.
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