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3d modeler needed for monster bash update.


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#241 jimmyfingers

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Posted 30 December 2013 - 10:55 PM

I think Koadic's suggestion about low poly versions and his knowledge in general in creating them should be highly considered as he managed to add two ferris wheel 3D mesh objects to the Hurricane table with barely any impact on performance with even the highest setting, which looked great, and options as well for several versions of lower polygons that still looked very good and had even less performance impact.

 

Looking good to UW, looking forward to playing it!  Curious what FPS you're getting when you switch your vsync setting to 0 / off.


Edited by jimmyfingers, 30 December 2013 - 10:56 PM.


#242 randr

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Posted 30 December 2013 - 11:05 PM

What's a low poly count? Less than..500?


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#243 koadic

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Posted 30 December 2013 - 11:12 PM

What's a low poly count? Less than..500?


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Whatever you can get away with and still have it look acceptable :D it would all depend on the specific mesh in question. I was able to go down to about 30% on the ferris wheels I did using decimate in blender... granted that it was a much less complex model to begin with, but you get the idea :) You can even provide multiple quality levels to allow the user to fine tune it to their rig (even if it is just a low/medium/high).

Edited by koadic, 30 December 2013 - 11:14 PM.


#244 randr

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Posted 30 December 2013 - 11:15 PM

Each model is less than 4000 currently

Edited by randr, 30 December 2013 - 11:19 PM.

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#245 fuzzel

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Posted 30 December 2013 - 11:20 PM

wow that's much (remember we're on DX7 ;) ) normaly the details come from the texture but since the models are created with image recognition tools I can't tell if they will look good after optimizing them under 2000 polys...



#246 randr

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Posted 30 December 2013 - 11:34 PM

I would think this can be done. Should be fine with 2000.


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Give me a hint to where I reduce this in blender. I can do it in another program I suppose


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Ok figured it out. Unclewilly should I create all with less than 2000 for a test? I can upload shouldn't be to hard to try


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#247 koadic

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Posted 30 December 2013 - 11:34 PM

Blender>Import .obj>select object (right click)>click wrench icon on right>Add Modifier>Decimate>choose ratio>apply>export .obj

#248 unclewilly

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Posted 30 December 2013 - 11:45 PM

I can decimate them dance.

I'll get a test table together to see the fps difference. And quality difference.

Will decimating the meshes change the uv map
I ment randr. Not dance. Damn autocorrect
I'll do it as I've adjusted the models positions in blender so I'll use the same ones so I don't have to reposition them again to reimport them into the table

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#249 randr

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Posted 30 December 2013 - 11:47 PM

Ok. I was just doing it. I'll stop


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#250 unclewilly

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Posted 30 December 2013 - 11:48 PM

If you want you can export the meshes from the table decimate them then reimport them to see the quality difference. If you export them they will already be set up for the table

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#251 randr

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Posted 30 December 2013 - 11:48 PM

Yes boss. I'll try ;)


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#252 koadic

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Posted 30 December 2013 - 11:49 PM

UVMaps shouldn't be effected, although if you go too far with the decimation, then it might change the map a little.

#253 unclewilly

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Posted 30 December 2013 - 11:51 PM

Lol.
Dis you get the new wip randr.

Post a ss after you decimate the models so we can see the quality difference. Also maybe a fps update

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#254 randr

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Posted 30 December 2013 - 11:53 PM

Yes boss. ;)


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No new wip that I saw


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#255 unclewilly

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Posted 30 December 2013 - 11:57 PM

stop calling me boss.

 

uploading wip12 with the mummy and casket.  should be there in a minute


"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#256 randr

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Posted 30 December 2013 - 11:59 PM

Yes ......lol


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#257 fuzzel

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Posted 31 December 2013 - 12:02 AM

Lol

#258 randr

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Posted 31 December 2013 - 12:06 AM

I can export mesh but can I get texture with it? How?


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#259 unclewilly

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Posted 31 December 2013 - 12:10 AM

You'd have to het the textures from the image manager. If you export the mesh decimate it then reimport it without deleting the primitive from the vp editor the texture will stay attached to the primitive along with all the settings

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#260 randr

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Posted 31 December 2013 - 12:15 AM

Ok I'll try


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