Prvt. Nancy (high Poly Female Marine Model)

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  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-Condizzle+Nov 19 2004, 04:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Condizzle @ Nov 19 2004, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I bet if you deleted the inside polies and optimised a lot, it could work as a detail model for Unreal Engine 3. (Just an idea) I think that video games could look like this within the next 50 years. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Except NURBS and games don't mix. You're overestimating the engine; at most this model could be a normal map once it was converted into polygons and then reduced so it doesn't crash yer darn computer.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Condizzle+Nov 19 2004, 07:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Condizzle @ Nov 19 2004, 07:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that video games could look like this within the next 50 years. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    or at least in 100 years. this comment is just funny XD
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Bah, what are you guys talking about? NURBS models easily convert to triangles.

    What you do is create a high-count model, a low count model (that will actually be used in the game), and you use the difference to calculate a normal map. So you end up with a low-count model that looks almost as good as the high-count model (because normal maps rock), and everyone wins!
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    How is this going? Also does anyone have the pictures saved, I'd like to view them.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    I don't think it is going... the last post was in '04.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    Well, there is a pic on the 10th page at the top. It's quite an old post, its a shame for it to die like that, because this is a pretty good design.

    Maybe now we got something that can compile this high poly model? (I remember reading here that nothing could compile it at the time).
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    1) it won't compile into the HL engine because its a selection of NURBS surfaces, which are subdivision-based, not triangle-based

    2) even if you managed to convert it to triangles, the HL engine physically can't handle that many verts/faces. Source can barely handle up to 25k triangles before you hit a hardcoded limit.

    3) you would have to uvmap the entire model, and I can tell you right now that with a model this detailed, thats gonna take at least twice as long as it took to model the damn thing in the first place

    4) then you have to texture it, by hand :<

    Basically ......

    ....

    just no.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    <!--quoteo(post=1625366:date=May 6 2007, 09:42 PM:name=SpaceJesus)--><div class='quotetop'>QUOTE(SpaceJesus @ May 6 2007, 09:42 PM) [snapback]1625366[/snapback]</div><div class='quotemain'><!--quotec-->
    1) it won't compile into the HL engine because its a selection of NURBS surfaces, which are subdivision-based, not triangle-based

    2) even if you managed to convert it to triangles, the HL engine physically can't handle that many verts/faces. Source can barely handle up to 25k triangles before you hit a hardcoded limit.

    3) you would have to uvmap the entire model, and I can tell you right now that with a model this detailed, thats gonna take at least twice as long as it took to model the damn thing in the first place

    4) then you have to texture it, by hand :<

    Basically ......

    ....

    just no.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Me very <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    Well... maybe a engine 50 years in the future or something like the Doom 3 engine or the UT3 engine could handle it. Source is a few years old anyway. I don't know any technical stuff so I don't know about those poly limits and other stuff like that.... I just know that this is a pretty good looking model <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    More like doom 12, and unreal gallatica version where humans dont play video games against other humans, we acctuly play across light years distance to another earth like planet we cant get to with an alien race that all ways pisses about how there 22 latency is to high, and that prahaps it would be better for them to just blow up earth like there original plan was.

    Sheena still around, i hear if you whisper the word cute gorge into the wind she may come a running.
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    You could achieve basically the same detail in UE3 pretty easily, you'd just need to create a lower detail polymesh underneath it, something in the region of 15k tris, then bake a normalmap from the highdetail version, then uvw the polygonal mesh, texture by hand.
    You guys forget that it you don't actually have to <b>have</b> the mesh detail, you can fake it with normal/spec/parallax maps and good texturing
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    I know the character doesn't pertain to the name anymore, but I just wanted to say that finding this thread after so many years and seeing the name, Nancy, is just I dunno a proud moment. Any other screenshots you might have of the model I'd love to get ahold of. Oh, and did you ever finish the animish one?
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    *crys* The pictures seem broken... is this project still in action or did Sheena leave us?
  • PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
    Anyone save the pictures or have it on on their computer or somewhere they can upload/show us?
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited August 2007
    All I have, going to search a bit more tho.[attachment=35712:nancy2.jpg]
  • BodyGuardBodyGuard Join Date: 2005-02-13 Member: 41012Members, Constellation
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <img src="http://yanai.blackmage.org/3d/nancy/new%20helmet/fo.jpg" border="0" class="linked-image" />

    <a href="http://yanai.blackmage.org/3d/nancy/" target="_blank">Ol´Nancy Stuff</a>
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