Hi poly models

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Topo
Posts: 54
Joined: Tue Dec 11, 2007 9:09 am

Hi poly models

Post by Topo »

First of all, hi all.
This is my first post, i'm from Italy and excuse me for my english...

I'm trying to create more detailed models/textures for existing AFV in PCOWS; i've started form PzIIIL provided as example with the modding tools, simply redoing that with more poligons; it's possible to have more original models in .max format?

Wath do you think?

Saluti[:)]

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Topo
Posts: 54
Joined: Tue Dec 11, 2007 9:09 am

RE: Hi poly models

Post by Topo »

Bump...
no chance to have more .max models from matrix?
And no one has tried to make more detailed models/textures?
Yes, I'm Italian
No, I never voted for berlusconi...
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Erik Rutins
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RE: Hi poly models

Post by Erik Rutins »

Hi Topo,

Nice work on the Panzer III!

Sorry I missed this when you first posted it, actually there has been quite a bit of new modeling as part of the Panzer Command: Kharkov decelopment, which you'll see soon.

As far as WinterStorm, the key is to realize that you need to also use PolyTrans to export these in order to get them in the game and that the more polys you do, the more it will require in terms of a system's graphics performance. We kept the models to 1500 polys maximum because the game has to be able to allow people with even older hardware to have say 100 tanks on the map at once without slowing to a complete crawl. Because of this, every poly counts.

If you take a look at the Panther G that's included though, that shows an example of a high poly model and some of the experiments I've seen during Kharkov development show me that if we had a higher minimum spec or could show fewer vehicles on the map at once, we could pretty much go to town and look as good or better than any other 3D tactical game.

Send me an e-mail at erikr@matrixgames.com and I'll see what I can do as far as providing some more .max files from the original game.

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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Stridor
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RE: Hi poly models

Post by Stridor »

Hi Topo,

Very, very nice. Looking forward to seeing it textured and animated.

How many polys and what version of max are you using?

If you are using version 8 (or less) and don't have polytrans give me an email and I might be able to help you import it into PCOWS. If you do a summer texture I am sure Erik would be happy to let you export to Kharkov as a high poly extra [;)]

Here is my ~ 3500 poly panther in PCK to give you some idea of what your 3 may look like in the game. However I must admit your model already looks much nicer [&o]



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Mobius
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RE: Hi poly models

Post by Mobius »

One of the things that helps cut down on the number of polys is using the normal texture file. This gives a 3D texture to the skin as well as creates the illusion of relief. Things like closed hatches, vents, bolts, rivets and most items up to about 3cm in height can be well modeled with shading of this image file.
In my 1500 poly Ferdinand model all the welds, bolts and rivets as well and various closed hatches, vents and viewing ports are just textures on the normal file.

Also, skin transparency is used to round off the corners of elements such as the wheels of the Panzerjager. Each face of a wheel, even the drive wheel with teeth, is actually just a 2 poly square. There’s a lot of ‘art’ used in skins and texture files trying to avoid too much 3D Max modeling.

One thing that was brought up was the point value of the models. Since it is a points game if the point value of a type tank is high there won't be 100 of them on the map. The Panther and the Ferdinand are over 150 points. So in a 1000 pts to a side game there can't be many in the game. The Mark III may be around 20-30 pts so with a 1000 pts to a side you can have many more in a game. So a low poly count is more important for these low point tanks.


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Topo
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Joined: Tue Dec 11, 2007 9:09 am

RE: Hi poly models

Post by Topo »

Thanks to all.
Understand the point Mobius, you're right; the idea is to create some hi poly model (i think not exceed 3000 poly) and eventually higher resolution textures only for people with pc can handle them.
My mistake is think to create "all" tank parts, but isn't realistic; i must learn some "art" in 3d modelling.
 
thanks and
 
Saluti[:)]
Yes, I'm Italian
No, I never voted for berlusconi...
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