Home Forums General Discussion 1944 D-Day gets a mention on gamedev.net

Welcome to our forums. These forums were active from 2003-2014. We have now decided to close them down, but will leave them here as an archive.

Remember you can send us feedback, news, jobs and content ideas by clicking here.

If you're really stuck for time, email news@gamedevelopers.ie.

You can also follow us on Twitter @gamedev_ie 

 

 

This topic contains 6 replies, has 5 voices, and was last updated by  RonanHayes 11 years, 4 months ago.

  • Author
    Posts
  • #5495

    mal
    Participant
  • #32907

    RonanHayes
    Participant
  • #32908

    kyotokid
    Keymaster

    Hope you’re not on a 56k modem ;)

    Looking good.

    I think the tank tracks on the tiger are too high detail, even if they are the highest LOD (imo).

  • #32909

    RonanHayes
    Participant

    Yeah I’d think so too 5 million polygons for the 1 set of tracks.

    Was a 56k user now have a good connection now get around 500kb – 1meg a second. Depending on traffic on our site.

  • #32912

    Idora
    Participant

    some great looking assets there, Ronan. Looking forward to playing the game

  • #32923

    UsagiYojimbo
    Participant

    There semms to be an awful lot of modeled detail in those characters (which look great BTW) that could be done in normal maps and save on triangles, no? Maybe use the extra tris to round off the helmet? Those hands look good the tesxture size must be like 4096 or something to get all those lines and ridges in, will they be seen this close in the game? The fingers look a little “planar”, the bump isn’t as realistic here as is on th erest of the hand. Lokkin forward to playin this one tho :o

  • #32928

    RonanHayes
    Participant

    There semms to be an awful lot of modeled detail in those characters (which look great BTW) that could be done in normal maps and save on triangles, no? Maybe use the extra tris to round off the helmet? Those hands look good the tesxture size must be like 4096 or something to get all those lines and ridges in, will they be seen this close in the game? The fingers look a little “planar”, the bump isn’t as realistic here as is on th erest of the hand. Lokkin forward to playin this one tho :o[/quote:08dfbc25d6]

    The Airborne unit comes in around 8000 tris with the current gear, when the user selects the gear it can go up as far as 15,000 – 20,000 depending.

    The character only features details that will affect the shadows the rest will be Normal Maps. Given that our base character (without the gear) comes in around 5000 tris. I think we are doing really well, and certainly beating HL2 on both Quality and Tri Count.

    That said the Airborne still has to be cleaned and optomised but we do this as we do the Highpoly so we get the adjustments correct.

    The normal maps are done based off of the highpoly models. We then bake the ZBrush details onto the high poly normal map while we are texturing so we get everything 100%

    Those hands were a wip when they were taken, they are now finalised. So they look cleaner.

    Our texture size for Head & Hands is 1024×1024 so we pretty much squeezed alot of detail out of the sheets.

    Will look into getting the helmets a tad rounder, bu we will see what the Normal Maps add to them.

    Also its a first person so the two things you willl most likely see is your hands and your weapon.

The forum ‘General Discussion’ is closed to new topics and replies.