Game Development Community

playermodel?

by Niels · in General Discussion · 02/28/2002 (1:53 pm) · 4 replies

well im working with 3dmaxR4 for about half a year now and i think im getting the hang of it :D.
i already made some weapons and other things and i thought id go try making a playermodel.

i wanted to ask you some things so here goes:
- how many polys u guys advice for the torque engine. (i now got 1 model with 480 polys and one smoothed version of 580.)
i read somewhere that 740 is good for halflife so i guess (hope) tge can have more :)

- can you guys give me some urls for tutorials or other things related to playermodels?

- does someone feel like helping me getting rid of te "cartoony" look?

go to my page and head for the 3d part to check a few samples out: http://httpd.chello.nl/p.sanders3/

well i hope you guys can help me out.
any crits or other things are also very welcome.
greetz (and thx),
niels

owyeah 1 more thing... if you feel like skinnine/ texturing it, youre also welcome ;)

#1
02/28/2002 (3:26 pm)
"- how many polys u guys advice for the torque engine. (i now got 1 model with 480 polys and one smoothed version of 580.)
i read somewhere that 740 is good for halflife so i guess (hope) tge can have more :)"

My model uses around 1200 currently. By the time your game is done, most computers should be able to handle 1000 polys. But it all depends on how many characters are going to be visible at one time and how detailed your surroundings are.

"- can you guys give me some urls for tutorials or other things related to playermodels?"

http://www.loonygames.com/content/1.2/totb/
This is an article paul steed used to write. Go through the different articles (In the drop down box) and it will tell you how to build a low polygon character.

"- does someone feel like helping me getting rid of te "cartoony" look?"

Use source images of real people while modelling the character. For the guns, it looks like you need to add dirt and scratches.
#2
02/28/2002 (3:27 pm)
i dont have any thing exept for advise and 1 link but its not exactly playermodel only stuff

http://www.quake3world.com/ubb/Forum11/HTML/001100.html

and my advise is if your going for sci-fy look i would sugest looking at T2 player models.. thay have things like shoulder "pads" and thick armor. but if your going for realistic then youl want jackets and shirts and stuff (i think thats the hardest to do) and i have no clue about "old" look, anything from 1980 and back is lost to me. exept for mideval stuff. and thats basically ALL armor.
#3
03/03/2002 (12:52 pm)
I base most of my info off of Tribes 2 poly counts..

The player models had over 2000 polys, so I figure anything under 2k should be fine. Depending on how many characters you intend to allow in the scene, of course.
#4
03/04/2002 (12:39 am)
For our game with the Torque Engine, we have put the following non-strict rules :
- player model : ~ 1000 triangles (4 LOD)
- weapons : ~ 300 triangles (a plane may have up to 4 weapons) (2 LOD)
- important ammo (bomb, ...) : ~ 150 triangles