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Re: [glob2-devel] some graphics in blender
From: |
Stéphane Magnenat |
Subject: |
Re: [glob2-devel] some graphics in blender |
Date: |
Tue, 8 Jan 2008 23:17:21 +0100 |
User-agent: |
KMail/1.9.6 (enterprise 0.20070907.709405) |
Hi,
> can you give some figures on why you chose such a low poly count?
Several reasons. First, we wanted to simply remake the actual building, and so
did we. Second, if we think about real-time 3d graphics, we should also think
about not-so-efficient drivers, older cards, and laptop gpu. Third, I think
it is better to start with a low poly general model and then refine it.
For instance, the level two tower is nice but not really good for animated 3d
graphics, where a small stone catapult at the top would be great. The current
design would look weird if the stone catapult is rotating through
the "wings".
> My aproach:
> LOD world view:
> entities (units/buildings/vegetation) will be 1 to 3 sprites each. that
> will still produce lots of data taking a 512x512 map with 512x256 entities
> = 400.000 sprites.
>
> Most close up view:
> 20x20 squares containing at max 200 entities.
> so i would spend some 1000 triangles on average per entity and some 5000
> for big buildings like the pool (if needed)
>
> to avoid the problem of popping artefacts when looking around i would
> restrict the view to something within the 90° (maybe 110°) fov vertical to
> the ground and set the LOD globally depending on the chosen zoom in 5
> steps.
This is a way. Nevertheless, my feeling is that it would be easier to
implement and smoother to use to have simple geometry (which might have a bit
more than 200 triangles) and ability to quickly zoom from a strategic map (in
bitmap) directly to the 3d view, and not having sprites, à la supreme
commander.
Glob2 being a game which is better played from far, I do not see the need to
have ultra-detailed graphics, especially as we have so few artists.
Bye the way, Rama and I have added UV texture coordinate to the tower. All
that shows that remaking glob2 buildings in 3d is feasible. I'm a bit more
worried about the globules, especially the animation, as the current ones are
made of metaballs, which are implicit surfaces not really suitable for
producing mesh for skeletal animation.
Have a nice day,
Steph
--
http://stephane.magnenat.net