Page 2 of 2

Re: [WEAPONS]wz. 1974 Pallad[WIP]

Posted: 2012-06-10 21:45
by ddeo
Image
Image
Some better quali screenshots, I've included this time environment lighting instead of point light. Same model, same smoothing groups.

Re: [WEAPONS]wz. 1974 Pallad[WIP]

Posted: 2012-06-11 19:31
by ddeo
[R-DEV]Tim270 wrote:1700 sounds fine for the 1st person mesh. For the 3rd person, you are looking more at 500 or less. Still got some big smoothing group errors to fix up though.

Out of curiosity, did you bake in blender?
One more question, 1700 for just grenade launcher, but there is also weapon which has around 3600 tris (without eotech), so its 5300 overall for 1st person + eotech. Isn't it too much?

I'm trying to lower down details to have 1000 tris for grenade launcher, I think it's possible without effecting quality of the weapon too much.

Re: [WEAPONS]wz. 1974 Pallad[WIP]

Posted: 2012-06-12 00:03
by Tim270
For a 1st person mesh pretty much anything up to 4-8k is acceptable, you can push it a bit more if it really needs it. So yeah, a 5k weapon in the 1p is fine.

What you really have to consider when cutting tris from the detail is what the player will see and what they will not see. But I think your current tricount is good.

The smoothing groups are looking better but there are still a few to be taken care of. It also looks like you have a normal map applied? Any chance we could see the uvs. It also looks like there is some artifacting in the bake.

At the moment we are baking our 1p's on to a lower tri count mesh for the 3p and put all the textures on one 3p sheet. This is really where performance is improved, feel free to pm when you get that stage if you need any help as that is essential for good performance. For example for this weapon, you will have to load a Eotech, rifle and grenade launcher texture for each in the 1p, but for the 3p weapon you can put them all on one half size texture that saves a LOT on performance.

Re: [WEAPONS]wz. 1974 Pallad[WIP]

Posted: 2012-06-12 05:22
by ddeo
Big thanks for help Tim. I would show you UV normal map but I've slightly lowered down details for grenade launcher, it has now 1300 tris. Few things like sight I've done from scratch so I will have to fix now normal map high poly model and prepare new normal map. When I will done it for 1st person model I will post it. Once again big thanks for explanations. :) Also when making normal map are you smoothing edges for bake (sharp edge in game model, smooth in normal map high poly model)? For me it's the place where I'm getting the artifacts on normal map. Should I smooth it or leave it and concetrate on small details like teeths on that weapon and screws ?

Re: [WEAPONS]wz. 1974 Pallad[WIP]

Posted: 2012-06-22 16:32
by Tim270
One thing to keep in mind when setting up your uvs for a normal map bake is where you have a split in smoothing groups/hard edge, you need to split the uvs, or make sure that part is not welded together.

This explains most of it better than I can; NormalMap - Polycount Wiki

I am not 100% sure why those small artifacts are coming up as it could be down to a number of things i.e How the floating geometry is set up, how the cage is set up, how the uvs are set up etc.

Use the high poly for all. Make all the edges smooth and model in the small details and bake it all down and you get a better result :)