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Albert Park Circuit
show user profile  FX
Started to build Melbourne track for F1 game, polycount has to be as low as possible, so I build high res and render out to 2d plane, fencing is expensive :)



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read 1255 times
5/1/2013 3:56:51 PM (last edit: 5/1/2013 4:11:08 PM)
show user profile  LionDebt
lol BB code noob:)
read 1235 times
5/1/2013 4:01:15 PM (last edit: 5/1/2013 4:01:15 PM)
show user profile  FX
"lol BB code noob:) "

Yeah silly me, I keep forgetting we're in a time warp here :)
read 1229 times
5/1/2013 4:03:38 PM (last edit: 5/1/2013 4:03:38 PM)
show user profile  BishBashRoss
Looking good! Renders are a bit on the wee side though, would like to get a better view of the details. :)





read 1224 times
5/1/2013 4:05:26 PM (last edit: 5/1/2013 4:05:26 PM)
show user profile  FX
"Looking good! Renders are a bit on the wee side though, would like to get a better view of the details. :) "

I'm on it ....fighting this goddam prehistoric forum...grrrr.

EDIT: Done, my bad, I totally overlooked the "Get code for Websites" option on image shack...was using forum code...doh!.


read 1220 times
5/1/2013 4:07:20 PM (last edit: 5/1/2013 4:12:16 PM)
show user profile  FX
Fixed...go easy on me, they are just for a game so no need for finite detail :)



read 1209 times
5/1/2013 4:17:44 PM (last edit: 5/1/2013 4:17:44 PM)
show user profile  advance-software
can go one better than that - the fencing is tileable so render one segment then tile it over the plane to save video memory.

ideally you'd have a fencing as geometry high lod version which the engine would swap in up close.

looking good. maybe a normal map over the fencing to light it properly if you need that.
read 1187 times
5/1/2013 4:27:36 PM (last edit: 5/1/2013 4:29:07 PM)
show user profile  LionDebt
You can just post the image URL and the forum will take care of the rest.

Then, just make the image you posted a hyperlink to a hi-rez version.

Looks cool. Where's the rest of it? :)
read 1185 times
5/1/2013 4:28:01 PM (last edit: 5/1/2013 4:28:01 PM)
show user profile  FX
I'm doing an accurate layout..as in real life, so segmenting the fencing to be 13 feet wide, tiling is tricky as there aren't many places where the track is completely flat, also I'm adding uprights to define the fence more and give a better sense of speed.

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I can only dream of track LOD's, afaik the engine doesn't support it (10 year old Geoff Crammond GP4).

The rest of it is under construction :P

And when I say low poly I mean reeeealy low poly...any detail has to go onto a 2d plane with alpha.

The air conditioning tubes on the sides of the building for example.

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read 1172 times
5/1/2013 4:37:49 PM (last edit: 5/1/2013 4:54:45 PM)
show user profile  advance-software
your config is a little different but I meant like this :

just rotate it a little & that's about what you're after.

also fyi - amish bob's tiling variation technique :
http://maxforums.org/threads/discovered_tiling_textures_variation/0001.aspx

read 1165 times
5/1/2013 4:41:47 PM (last edit: 5/1/2013 4:44:27 PM)
show user profile  FX
I see what you mean, I doubt I could get the accuracy using that method, and would need to create extra polys to carry the fence frame and layout, but yes that would be the most optimal way of doing it for the textures.

Interesting method from Amish Bob, but too random for this project, track markings are going to be accurate as it's a street circuit, nice approach though I'm sure the method will be useful without the random approach.


read 1147 times
5/1/2013 4:52:35 PM (last edit: 5/1/2013 4:52:35 PM)
show user profile  advance-software
re: accuracy.

perhaps not relevant for the project you're currently undertaking but in general :

you've got x amount of video memory, so need to budget that over the entire scene.

so for your fencing you can have one full section at a fairly low res or a higher res tilable section.

+ mipmaps - most engines autogenerate these but they still take up system resources.

ofc if you're aiming high end & know you've got enough vram to cover your full detail approach this isn't relevant. nice to have that luxury - not usually the case & often have to squeeze into fairly low spec systems to ensure a large enough market to make a product commercially viable. if this is just for the hell of it or a mod for users with high spec systems, obviously not an issue.

I tend to go too far the other way & worry too much about optimising & not enough about detail, so just a few thoughts that might be helpful.
read 1140 times
5/1/2013 4:57:31 PM (last edit: 5/1/2013 5:00:40 PM)
show user profile  FX
Yup, I'm probably going to have to do some culling depending on performance hits.

Textures are DXT1 & DXT 5 with 4 mipmaps, i think there's a poly limit of around 300,000 for the entire track, anything more generates problems.

I'm the opposite, it's all about the detail and I hate...read HATE optimizing :)

There's quite a spread of users, some with machines as old as the game engine, and some with NASA style setups, I prefer the latter :)







read 1117 times
5/1/2013 5:10:38 PM (last edit: 5/1/2013 5:10:38 PM)
show user profile  advance-software
optimizing is a necessary evil or stuff gets s l ooooooooooooow.

the max dev team aren't too keen on optimizing either :P

think of it as a fun challenge - how to use as few resources as possilbe whilst giving the illusion of non repeating detail. hence amish bob's technique is very cool.

when programming, we look for common functionality & pull that out into a block - called factoring - similar to the maths technique of the same name. can do it with graphics too - tiling, instancing, rendering detail into textures, etc.

it's fun. all the cool kids are doing it.

don't need to go to the extreme of 1k graphics demos etc, but just thinking - how can I factor this as you're going doesn't hurt cause sooner or later you're going to have to.
read 1105 times
5/1/2013 5:42:33 PM (last edit: 5/1/2013 5:50:22 PM)
show user profile  FX
No, if things get slow it's time to upgrade :P

The max dev team IS optimized. :)

Optimizing is not fun, but yes this games a perfect candidate for baking everything into the textures, I s'pose my approach could do with a rethink, the limitations of the engine piss me off from time to time, sometimes it seems so much work when the end result will end up on a 2d plane.

btw is it just me or is the forum playing up today ?


read 1089 times
5/1/2013 5:58:20 PM (last edit: 5/1/2013 5:58:20 PM)
 
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