
YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Jan 24, 2010 08:55 PM
Msg. 1 of 32
Title is what I'm looking for anyone have the numbers of poly/tris are in a Halo CE tree scenery model? I'm working on some trees for the game and would like to set myself some restrictions. Thanks
BTW I'm not looking for a particular tree just an average and the highest number. Edited by YakZSmelk on Jan 24, 2010 at 08:56 PM
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Jan 24, 2010 09:05 PM
Msg. 2 of 32
ya know, i'm working on some scenery right now and i was thinking about posting a thread like this myself but with other plants as well.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Jan 24, 2010 09:22 PM
Msg. 3 of 32
Import the stock gbxmodels of the trees and use them as reference.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Jan 24, 2010 09:28 PM
Msg. 4 of 32
I just imported some GBX models from Halo found that most of the leafy trees were 200 to 500 tris. However there was one with 700 tris. Pine Trees are about 250 to 500 tris. I also found that destert trees like the one on bloodgulch are about 350 to 450 tris. Don't forget that these are all aproximate ranges which vary on the size of the tree.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 24, 2010 09:38 PM
Msg. 5 of 32
I'd set your self around 600 tris.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jan 24, 2010 09:50 PM
Msg. 6 of 32
You can get away with 2/2.5k pollies in the trees because of the power of todays gfx so balance quality with practicality.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jan 24, 2010 09:55 PM
Msg. 7 of 32
Quote: --- Original message by: Dwood You can get away with 2/2.5k pollies in the trees because of the power of todays gfx so balance quality with practicality. err you could, however if your using alot of them, you want a lower poly count. Even in Halo 3, I doubt there above at most 1.5k.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Jan 24, 2010 10:06 PM
Msg. 8 of 32
With proper LOD's you should be fine.
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il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
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Posted: Jan 24, 2010 10:13 PM
Msg. 9 of 32
Quote: --- Original message by: Dwood You can get away with 2/2.5k pollies in the trees because of the power of todays gfx so balance quality with practicality. That's a lame excuse for anything you make for games. It takes more talent to create an asset that is well optmised than one that just has more triangles. Setting a limit is a great way to learn.
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jan 24, 2010 10:38 PM
Msg. 10 of 32
Thats why i said to balance quality with practicality.
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Jan 24, 2010 11:34 PM
Msg. 11 of 32
Quote: --- Original message by: Dwood You can get away with 2/2.5k pollies in the trees because of the power of todays gfx so balance quality with practicality. i've got one tree model that's just over 2000 but if i use more than a few things start to go awry, but that's what happens when you use max's foliage generator for leaves. i've managed to cut it down to half that and it works well.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Jan 25, 2010 12:00 AM
Msg. 12 of 32
leaves on trees in video games should not be modeled. they should be accomplished with planes and textures with alpha channels
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jan 25, 2010 06:30 AM
Msg. 13 of 32
Quote: --- Original message by: Donut leaves on trees in video games should not be modeled. they should be accomplished with planes and textures with alpha channels i've yet to see a decent tree with nice-looking leaves.
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Jan 25, 2010 07:23 AM
Msg. 14 of 32
Quote: --- Original message by: DwoodQuote: --- Original message by: Donut leaves on trees in video games should not be modeled. they should be accomplished with planes and textures with alpha channels i've yet to see a decent tree with nice-looking leaves. I'm assuming in HaloCE you mean?
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Jan 25, 2010 11:33 AM
Msg. 15 of 32
Quote: --- Original message by: Donut leaves on trees in video games should not be modeled. they should be accomplished with planes and textures with alpha channels that's exactly what they are :D
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Dwood
Joined: Oct 23, 2007
Judge Ye Therefore
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Posted: Jan 25, 2010 11:42 AM
Msg. 16 of 32
Quote: --- Original message by: YakZSmelkQuote: --- Original message by: DwoodQuote: --- Original message by: Donut leaves on trees in video games should not be modeled. they should be accomplished with planes and textures with alpha channels i've yet to see a decent tree with nice-looking leaves. I'm assuming in HaloCE you mean? You would be correct.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Jan 25, 2010 01:39 PM
Msg. 17 of 32
how about sprites for leaves? wouldn't that work? you could take pics of real leaves and turn them into sprites then attach them to the tree.
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Advancebo
Joined: Jan 14, 2008
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Posted: Jan 25, 2010 02:52 PM
Msg. 18 of 32
Thats what Donut meant by a texture with an alpha.
Also sprites are totally different, sprites are flat, and from any perspective they are basically the same.
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Jan 25, 2010 03:55 PM
Msg. 19 of 32
Quote: --- Original message by: darkassassin14 how about sprites for leaves? wouldn't that work? you could take pics of real leaves and turn them into sprites then attach them to the tree. in some cases that would be ok but for the most part it would just look wierd Edited by sleepy1212 on Jan 25, 2010 at 03:55 PM
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FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
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Posted: Jan 27, 2010 11:41 PM
Msg. 20 of 32
You'd be wrong. Alot of things have to be created manually, particularly in a game with alot of futuristic elements.
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YakZSmelk
Joined: Apr 3, 2006
- Environment Artist - robhow.com
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Posted: Jan 27, 2010 11:44 PM
Msg. 21 of 32
Quote: --- Original message by: FoxtrotZero You'd be wrong. Alot of things have to be created manually, particularly in a game with alot of futuristic elements. Why do you think that?
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Mar 7, 2010 04:18 AM
Msg. 22 of 32
I no this is a huge bump but just make an extremely simple but good looking leaf model lol Edited by darkassassin14 on Mar 7, 2010 at 04:19 AM
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Mar 7, 2010 10:15 AM
Msg. 23 of 32
You're supposed to make leaves on a plane, and put a texture with an alpha on it, not actually model the leaf >_>
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Mar 7, 2010 11:23 AM
Msg. 24 of 32
Do know how many polys it would take to model EACH different leaf?
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Mar 8, 2010 08:39 PM
Msg. 25 of 32
*shakes head in disgrace*
Edited by anonymous_2009 on Mar 8, 2010 at 08:39 PM Edited by anonymous_2009 on Mar 8, 2010 at 08:53 PM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Mar 8, 2010 08:53 PM
Msg. 26 of 32
you know what I ment :P
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 8, 2010 09:01 PM
Msg. 27 of 32
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 8, 2010 09:07 PM
Msg. 28 of 32
Thats why i posted them.
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Advancebo
Joined: Jan 14, 2008
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Posted: Mar 8, 2010 09:16 PM
Msg. 29 of 32
Your alphas are backwards :)
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: Mar 8, 2010 09:18 PM
Msg. 30 of 32
Not if you invert them :)
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Mar 9, 2010 09:02 AM
Msg. 31 of 32
with those kinds of leaf textures hint: foliage generator
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Mar 10, 2010 03:42 PM
Msg. 32 of 32
lol yea. ( i kinda dont no wat he means lol )
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