
New Graphics engine, Graphic creation thread.
Moderator: Graphics Moderators
What will happen if you use low-poly ones?Alltaken wrote:Hmmmm i really do fear that these models will be to low poly.
3d game graphics need to be low poly.
:'(
i will see if i can dig up enough vehicle graphics from my 3d forum.
Alltaken
Alcohol is not the answer, it just makes you forget the question.
AllTaken: I'm realy getting inspired by your 3d gfx for this new gfx set and i wondered;
If it is allowed to use other 3d applications?
because i'm using the free 3d program anim8or ( http://www.anim8or.com) right now for 3 years, and can make allot of stuff with it easily, and I really don't want to learn Blender!
If so, the renders from different applications will also be different, so do I only need to post the 3D file so that you can render it or whatever?
Perhaps I will model some stuff...
If it is allowed to use other 3d applications?
because i'm using the free 3d program anim8or ( http://www.anim8or.com) right now for 3 years, and can make allot of stuff with it easily, and I really don't want to learn Blender!
If so, the renders from different applications will also be different, so do I only need to post the 3D file so that you can render it or whatever?
Perhaps I will model some stuff...
basicly thorRune. there are two differences betwen high and low poly items.
A) low poly objects can be rendered real time because there are less polygons for the GPU to calculate.
but the sacrifice is that things like "headlights" are not added, shapes are approximated, i.e. a bumperbar becomes a Square, witha texture on it.
B) a high poly model relys more on modelling that textures (textures are 2d images that are projected onto faces of objects to make them look more detailed)
I.E. these image here are 100% modelling, no texturing. http://doug.mudpuddle.co.nz/gallery/tankdone
the shadows and hjighlights are real representations of what would happen, whereas a low poly item would make this a cubeish shape then would paint on all the bolts, hatches....
both methods combined are good for the best results, but for OTTD if we wish to have a "changable" colourscheme, then we will need high poly models so that i can create a mask to change colours in areas.
movies use high poly, games use low poly. however because we are pre-rendering (not in real time) then high poly models will give better results.
low poly is an "approximation" of a high poly item. i.e. a circle could be made low poly by converting it to an octagon. but an octagon will not be a nice result.
Alltaken
A) low poly objects can be rendered real time because there are less polygons for the GPU to calculate.
but the sacrifice is that things like "headlights" are not added, shapes are approximated, i.e. a bumperbar becomes a Square, witha texture on it.
B) a high poly model relys more on modelling that textures (textures are 2d images that are projected onto faces of objects to make them look more detailed)
I.E. these image here are 100% modelling, no texturing. http://doug.mudpuddle.co.nz/gallery/tankdone
the shadows and hjighlights are real representations of what would happen, whereas a low poly item would make this a cubeish shape then would paint on all the bolts, hatches....
both methods combined are good for the best results, but for OTTD if we wish to have a "changable" colourscheme, then we will need high poly models so that i can create a mask to change colours in areas.
movies use high poly, games use low poly. however because we are pre-rendering (not in real time) then high poly models will give better results.
low poly is an "approximation" of a high poly item. i.e. a circle could be made low poly by converting it to an octagon. but an octagon will not be a nice result.
Alltaken
It's worth noting that often it's not all that easy for the untrained eye to tell the difference between low and high poly work in games - they have some amazing artists and some really funky stuff to make it work.
I've recently listened to a chat session with John Carmack of ID (wrote the doom series, quake etc). Even in that they generate the models at extremely high polygon counts only to then reduce it right down for the game - think of how much power Doom3 requires and consider that even those are considered low poly compared to movies etc then it's pretty much a given than games like GTA - which run on 2 or 3 year old hardware - are using low polygon work.
No matter how much you think a car looks realistic in games like GTA if you pay enough attention you'll find they are just a few standard geometric shapes with some well done textures over them to make them look real.
Hence why OpenTTD will work best with high-poly, pre-rendered work
- JD
I've recently listened to a chat session with John Carmack of ID (wrote the doom series, quake etc). Even in that they generate the models at extremely high polygon counts only to then reduce it right down for the game - think of how much power Doom3 requires and consider that even those are considered low poly compared to movies etc then it's pretty much a given than games like GTA - which run on 2 or 3 year old hardware - are using low polygon work.
No matter how much you think a car looks realistic in games like GTA if you pay enough attention you'll find they are just a few standard geometric shapes with some well done textures over them to make them look real.
Hence why OpenTTD will work best with high-poly, pre-rendered work

- JD
i think everyone oversaw this post, thats why i post it again

Jeffrey wrote:AllTaken: I'm realy getting inspired by your 3d gfx for this new gfx set and i wondered;
If it is allowed to use other 3d applications?
because i'm using the free 3d program anim8or ( http://www.anim8or.com) right now for 3 years, and can make allot of stuff with it easily, and I really don't want to learn Blender!
If so, the renders from different applications will also be different, so do I only need to post the 3D file so that you can render it or whatever?
Perhaps I will model some stuff...
sorry jeffrey i did totally miss that one.
A) yes you can use another software to model your work. anim8or is fine (i have heard of this program, as a bit of rivalry exists between blender and anim8or i guess.
B) as for rendering in another software, if the result will fit with the blender rendered stuff then sure.
i have camera angles, lights, and such standardised and setup in blender. hence why i think its easier to use it. but if the same results can be achieved in another software then thats cool i am not one to discriminate on that.
if you model it in anim8or but the lighting etc... is to hard. then it can always be imported by myself into blender and 5 mins later i can render it out.
every people available will help.
Alltaken
A) yes you can use another software to model your work. anim8or is fine (i have heard of this program, as a bit of rivalry exists between blender and anim8or i guess.
B) as for rendering in another software, if the result will fit with the blender rendered stuff then sure.
i have camera angles, lights, and such standardised and setup in blender. hence why i think its easier to use it. but if the same results can be achieved in another software then thats cool i am not one to discriminate on that.
if you model it in anim8or but the lighting etc... is to hard. then it can always be imported by myself into blender and 5 mins later i can render it out.
every people available will help.
Alltaken
http://edvberater.serverpool.org/Bilder ... .small.jpg
this is a high poly truck i got rights to use for OTTD from the creator.
this is what i am talking about
note the grill, lights, wheels, text on the side, is all modeled
but when i get back from my 5 day holiday i will try opena low poly vehicle and see if it will fit the bill
Alltaken
this is a high poly truck i got rights to use for OTTD from the creator.
this is what i am talking about

note the grill, lights, wheels, text on the side, is all modeled

but when i get back from my 5 day holiday i will try opena low poly vehicle and see if it will fit the bill
Alltaken
Re: New Graphics engine, Graphic creation thread.
well, i would like to have that 3d file so that i can try to make a town buidling, don't already add me to this list: http://wiki.openttd.org/index.php/Enhan ... _Engine.29Alltaken wrote:if you wish to make buildings, factories.... then come talk to me to get a 3d file so that you can build it in relation to the sprite and other onjects scale.
because i'm only going to try it

my e-mail is jeffrey_schreuders@hotmail.com
ok, i made something, it's still far from finished, as you can see i need to make the lines thicker, so that when you make the image smaller the lines stays visible!
please tell me if this is good, or what i need to change ?
please tell me if this is good, or what i need to change ?
- Attachments
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- from left to right
big render - small render - and the original tt house - house01-v1.png (91.33 KiB) Viewed 4778 times
good start.
i am wondering if you are able to model the roof to slightly overhang from the sides. and model the wooden wall joint things. (also the windows)
(on second thought, the wooden joint things don't need to be modelled at all, texture is great.)
because if everything is modeled rather than textured. we can use the renderer to create the effects like tiles, wood, and glass shine.
this item would be great for an OpenGL version.
all the chnages i suggested should be able to be done with cubes and only cubes. (scaled, rotated...)
but yeah keep up the work.
this was done in anim8or?
Alltaken
i am wondering if you are able to model the roof to slightly overhang from the sides. and model the wooden wall joint things. (also the windows)
(on second thought, the wooden joint things don't need to be modelled at all, texture is great.)
because if everything is modeled rather than textured. we can use the renderer to create the effects like tiles, wood, and glass shine.
this item would be great for an OpenGL version.
all the chnages i suggested should be able to be done with cubes and only cubes. (scaled, rotated...)
but yeah keep up the work.
this was done in anim8or?
Alltaken
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