dinojan wrote:
Nits-Ujio wrote:Lets say you were to get this game made. What console would you put it on? I really love the models, however, I believe there are just too many polygons and details. If you could reduce them, then it would be able to play far better on certain platforms. But again, it depends on what console/system you want to play them on, and when it would be released.
Nits-Ujio wrote:Lets say you were to get this game made. What console would you put it on? I really love the models, however, I believe there are just too many polygons and details. If you could reduce them, then it would be able to play far better on certain platforms. But again, it depends on what console/system you want to play them on, and when it would be released.
dinojan wrote:some of the detail in my shenmue game
some textures are hidden cause they slow down my PC
Denny wrote:dinojan wrote:some of the detail in my shenmue game
some textures are hidden cause they slow down my PC
First off, you're a very talented modeler and as someone doing games design in college I respect your work. Kudos.
However, I feel that I have to step in here and make a few things known that I feel are problems. From my point of view detail is one thing but modeling every nut and bolt or every capsule is wasting polygons. Granted it looks superb but when games are developed developers, even by todays standards, must cut on polys whenever they see fit. Seeing as you're into softimage I assume you know what I mean. For instance, in college we're currently making a level set around a saw mill. I'm modeling in 3ds max and try to watch my poly count for any given mesh as if I were to curve every surface and detail every single point then the game would ground to a stand still. If you're going ahead with this project I suggest going back to the start and modeling it with polygons in mind unless you want something that's extremely slow. Rendering it out in a nice image is one thing but playing it at a smooth frame rate is another.
Also, from what I've seen it looks like you're making the whole thing in softimage. If you were to import that to a game engine it'd be almost impossible to code around it. In our game we're doing I make every single mesh a separate file with the UVW files bundled with it. That's how it should be done to be honest even within the industry.
I seriously don't say this to put a damper on the project as it looks lovely. I was just snooping around as I plan on making an environment from Shenmue in 3d within the Half Life 2 Source Engine and I thought I'd trow in my two cents.
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