O^v^v^v^v^v^v^v^v^vNexus Model^v^v^v^v^v^v^v^v^v^O

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby C.Brutail » Sun Apr 15, 2007 9:47 am

[quote="Taiyo.uk"
Slightly off-topic, but should new models have a (significantly) higher poly count?[/quote]

In fact, NO. High poly count is a BAD VERY VERY BAD thing, and compared to OA models I can assure oyu that nexuiz models have much more high polycount. High polycount puts the GPU under very big pressure, that's why your FPS significally drops when more and more players are seen at once on your screen.
The trick is, that you make a high poly version first, for renders and stuff, and then make it low poly, and use special skin effects like bumpmaps, phong shading, and much more I don't know about, but the trick is in the textures and in the shaders.
So nexuiz models are too high poly, that's why it doesn't run well on older pcs.
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Postby Ivan » Mon Apr 16, 2007 2:54 pm

Look I am not against anime or any type of art form or style. I do however have criticism of anime in the fact that anime is bound by a set of rules which differs it from the rest of animation. American animation was also plagued by the same thing during the golden era of animation but recently there has been a lot of experimenting in that field. What I am trying to say that anime has not expanded itself lately, it is very incestual. There have been good animes like Ghost in a Shell, Princess Mononoke, and Akria, but I respect those films for their concept and content and not their unoriginal artwork. Many times animes disregard "line of motion" animation in favor of a limited animation.
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Postby tZork » Mon Apr 16, 2007 3:55 pm

C.Brutail wrote:
Taiyo.uk wrote:Slightly off-topic, but should new models have a (significantly) higher poly count?


In fact, NO. High poly count is a BAD VERY VERY BAD thing, and compared to OA models I can assure oyu that nexuiz models have much more high polycount. High polycount puts the GPU under very big pressure, that's why your FPS significally drops when more and more players are seen at once on your screen.
The trick is, that you make a high poly version first, for renders and stuff, and then make it low poly, and use special skin effects like bumpmaps, phong shading, and much more I don't know about, but the trick is in the textures and in the shaders.
So nexuiz models are too high poly, that's why it doesn't run well on older pcs.


Well the nexuiz model's poly counts *should* not really be a problem for most gpus. A good chara modeler could however make mutch better looking models with the same or less polys. Im guessing the fps drops for some ppl with many players on screen is texture usage related, Using the "copy me" impulse (12 or 13 iirc) i put out ~ 20 copies my myself before the frame rate start to drop at all.
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Postby BusterDBK » Mon Apr 16, 2007 4:45 pm

Mmm he looks a bit slimer :D. I like. Also his rather brutal and rude face perfectly fits the warrior he should be ;).

As for anime, don't get me wrong, I've got personal problems related to that (I'm NOT joking) but I'd prefer keeping Nexuiz clear of this trend anyway (whether you like it or not it's still a trend since so many people are crazy about it). IMO the style of the models should be the ol' dirty, brutal SF stuff we all know. Refined, but still basic and brutal :).

Oh and polycount... Regardless of how fast or slow the game is there's nothing quite as good as optimizing it a bit more ;).
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Postby torus » Mon Apr 16, 2007 6:41 pm

Full face helmet= very yes!
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Postby Ivan » Mon Apr 16, 2007 6:53 pm

Some sketches of body parts I did a couple of days ago. Most of them are rubbish. I am going to go with something similar to the first sketch. Image
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I have started on the mesh, but I want to parent some shoulder armor on to him instead of making it a part of the main mesh b/c there would be a lot of distortion when he bends at the shoulder. So I was hoping that make some armor separate.

NOTE: These are not the final colors he will have. The colors are simply here to indicate what is armor and what is flesh.

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Postby Psychcf » Mon Apr 16, 2007 7:44 pm

good start. Bring the poly count up on that sucker :D
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Postby Genegineer » Mon Apr 16, 2007 9:16 pm

Looking very good!! The other sketches look good, they will be useful for another model maybe. Anyone else reading this post have this kind of skills, post some too. This way we can all have an input and make nex better.
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Postby Taiyo.uk » Tue Apr 17, 2007 1:56 pm

Looking good! I might be able to do some modeling work after my exams (mid June), though I'm rather new to modeling and currently working on an alien for trem - http://tremulous.net/phpBB2/viewtopic.php?t=3701

Keep it up!
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Postby Ivan » Tue Apr 17, 2007 7:18 pm

Taiyo.uk wrote:Looking good! I might be able to do some modeling work after my exams (mid June), though I'm rather new to modeling and currently working on an alien for trem - http://tremulous.net/phpBB2/viewtopic.php?t=3701

Keep it up!


Your model looks good, but if I were you I would start learning Maya or Blender. And I would be conscious of where the joints are in the model, you'll have to put extra geometry there. And somethings you can just take away, like the ribs in the abdomen. It would be more effective if you did that in the texture. But it looks great because you are using quadrilaterals and the lower jaw is very iconic. GJ
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