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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Spot the difference.

Author Topic: Spot the difference. (15 messages, Page 1 of 1)
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Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 10, 2014 06:33 AM    Msg. 1 of 15       
Alright just testing out my optimization skills a little.

Can you decipher the low poly biped from the pictures below?








Additional info:

Halo 4 biped
EOD Attachments + Mjolnir legs + Male spartan suit.

Game import : 22,000 tris

Optimized version : 9,800 tris
Edited by SS Flanker on Oct 10, 2014 at 06:33 AM
Edited by SS Flanker on Oct 10, 2014 at 06:33 AM


Spartan314
Joined: Aug 21, 2010

Former biped rigger & FP animator


Posted: Oct 10, 2014 06:52 AM    Msg. 2 of 15       
Hard to say but I think 1 is un-optimized and 2 is. Needless to say, good work.
Although a wireframe might help in judging triangle distribution.


Oskarmandude
Joined: Mar 16, 2013

Bosnia


Posted: Oct 10, 2014 07:05 AM    Msg. 3 of 15       
2 is so clearly lower-poly


DOOM899
Joined: Jul 23, 2013

{DM} [gamesmaster] if i can ill help maybe


Posted: Oct 10, 2014 07:18 AM    Msg. 4 of 15       
I can see a difference.


MEGA_VKNG
Joined: Dec 23, 2013


Posted: Oct 10, 2014 10:00 AM    Msg. 5 of 15       
Looks nice. You want our techsuit rigged for halo 1 bones? Pm me.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 10, 2014 10:05 AM    Msg. 6 of 15       
Quote: --- Original message by: VKNG
Looks nice. You want our techsuit rigged for halo 1 bones? Pm me.


No thanks, i'm not looking at in gaming bipeds. Just wanted to prove to someone you can achieve decent results by collapsing, target welding, snapping verts/edges to create a decent lower poly model then that of a game export.

Wire-frame.





Congrats to those who said "2" you all get a free cmt tag provided by the map editor.


(would actually like an update on any more custom battle rifle references you can send me from your artist)
Edited by SS Flanker on Oct 10, 2014 at 10:06 AM


R93_Sniper
Joined: Feb 13, 2011

When in Doubt, RUN!


Posted: Oct 10, 2014 03:52 PM    Msg. 7 of 15       
not a terrible job, but you could probably optimize it better than that. More specifically look at the back of 2 right above the buttplate. Stuff like that is usually really bad, especially for the purposes of skinning. You want to ensure that a smooth edgeflow is still there, especially when optimizing.

Otherwise good job


il Duce Primo
Joined: Apr 22, 2007

CMT Team Leader


Posted: Oct 10, 2014 07:23 PM    Msg. 8 of 15       
Quote: --- Original message by: R93_Sniper
not a terrible job, but you could probably optimize it better than that. More specifically look at the back of 2 right above the buttplate. Stuff like that is usually really bad, especially for the purposes of skinning. You want to ensure that a smooth edgeflow is still there, especially when optimizing.

Otherwise good job


It's more important for animations. I would optimize the armor plates and anything that is a hard material. Between the armor plates, I would leave the polies as is for proper looking animations.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Oct 11, 2014 06:27 AM    Msg. 9 of 15       
Quote: --- Original message by: R93_Sniper
not a terrible job, but you could probably optimize it better than that. More specifically look at the back of 2 right above the buttplate. Stuff like that is usually really bad, especially for the purposes of skinning. You want to ensure that a smooth edgeflow is still there, especially when optimizing.
Otherwise good job


I find on exposed surfaces, such as the shoulder pauldrons, breast plates, and that weirdo backpack thruster looking thing, you can't really take away too much around the borders for qualities sake.

However the game import model it's self I have found contains a boat load of useless triangles, usually always located within the inconspicuous parts of the mesh, ankles, boot soles, groin guard, neck brace e.t.c

I'm not sure if it was laziness or xtra geo designed to support the uv structure but it can get seriously annoying!

Btw, although the detail count redux of the biped maybe something worth commemorating i'm more elated with the fact that I have managed to preserve the uv's for the model.

("preserve uv's" located within edit poly stack)


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 12, 2014 09:09 AM    Msg. 10 of 15       
Good god you were fast.

Got another tris redux attempt, but I am going to be a little more evil and provide one pic for you only.



Just indicate which elite you think is the lower poly version.

"left" "right"


BKTiel
Joined: Mar 18, 2014

strong independent bird needs no cage


Posted: Nov 12, 2014 09:38 AM    Msg. 11 of 15       
Left one looks jaggier to me.


greg079
Joined: Apr 1, 2013

channeling my inner april fool


Posted: Nov 12, 2014 11:00 AM    Msg. 12 of 15       
left... kneecaps


TailsTheGamer
Joined: Mar 7, 2013

Meow


Posted: Nov 12, 2014 02:27 PM    Msg. 13 of 15       
Looking at all the areas, mostly the head texture showing a ^ shape, tells me left looks low poly. The pinky finger is also easy to see showing lower poly.


Edited by TailsTheGamer on Nov 12, 2014 at 02:30 PM


YSlayer12
Joined: Aug 31, 2014

"We are made of MLG Qwikscopes"


Posted: Nov 12, 2014 06:29 PM    Msg. 14 of 15       
Left.The spot on the stomach area looks lo-res


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Nov 15, 2014 07:05 AM    Msg. 15 of 15       
Pfff you guys must have a carrot fetish or something.

I wants your eyes.

Anyways you all were right (surprise).



The game import sums up to around near as makes no difference 20,000 tris.

Where as mine is a little under 10k.

Here is the file in case anyone is interested, plse don't use game imports in game.

Ce can't take the hype.

http://www.mediafire.com/download/1hdcty5so99p9b3/hr_elite_ranger.7z

 

 
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