
maximum vertex?
maximum vertex?
is there any way to make quake 3 to use bigger vertex limit, now its 1000 vertex, but my machinegun g36c model is about 2600. here is a pic, didn't finish the stock:


Re: maximum vertex?
at first glance i'd say you could try simplifying your model to bring the vertex count down. you have all those little heat sink fins that frankly could be texturised. also perhaps make the curves simpler and rely more heavily on smoothing groups
there's probably a Q3 mod that allows high poly/vertex count on weapon models though. someone else will know
there's probably a Q3 mod that allows high poly/vertex count on weapon models though. someone else will know
Re: maximum vertex?
this is the wireframe pic:

but i don' want texturize any part, i want it to look more realisitc, but is that possible for quake 3

but i don' want texturize any part, i want it to look more realisitc, but is that possible for quake 3

Re: maximum vertex?
Jesus, thats why. That model could be done with well over half those polies. Dont add polygons unless they change the shape and silhouette of the model. Take that grip for example, its never ever going to get seen in first person, but it takes up a crazy number of polies. Not only that but you have so many loops there not adding to the form at all.
Re: maximum vertex?
As an example, you don't need more than 1 row of polys for the ironsight and nozzle. It looks like you have about 8. They also don't have to be 12 sided cylinders, try something like 8 or 6. I don't see why you can't get that model down to about 500 (or possibly less if you converts some of those small details to painted texture) with a little optimization.
Re: maximum vertex?
that is the problem, i want to make a gun realistic. But is that even possible to make on quake 3 or it just uses lowpoly models. Is the limitation somewhere in the source code, or is there even a mod for that. And while there is a topic still open, is there any way to see the hands in 1person, or it will just mess up the whole model.
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Re: maximum vertex?
It's a hard-coded limitation in the engine. But, like seremtan already pointed out, lots of the detail could (and should) come from the texture.Luka38 wrote:Is the limitation somewhere in the source code, or is there even a mod for that.
Re: maximum vertex?
Heres the thing Luka, your not making it more realistic by adding more rows of polygons, because its not changing the shape of the model at all. It would be like saying "Build a box".
Well, a box, thats made up of 6 sides, right? That means 12 polygons. Your box, if made the same as above, would still have 6 sides, but it would have that many loops in it, that it becomes 768 polygons... Yet it would still look exactly the same. I'm not talking "a little bit different", I'm talking EXACTLY the same.
Lets expand on Obsideans example shall we?
Your iron sight tube thingy, this is how it looks at the moment (Not exactly but you get my point):

And this is how I would model it:

Yet the first shot uses 416 polygons, and the second shot uses 64 polygons... A lot lower, yet... Both models are exactly the same shape, size and share the same silhouette, which means the extra polygons in example A are useless, they are not adding to the shape and form of the model, they are being wasted. So, get rid of them, all over your model, where they are not needed. You will find your model CAN be brought down to about 500 polygons, and at this stage I just KNOW you will sit there and go "Well F*ck me... Now I can add even MORE detail and STILL not be at the 1000 polygon limit!"
So remember, ONLY add polygons if they are needed to change form. There are exceptions to this rule however, sometimes its nicer to add polygons to change the smoothing of a mesh in certain areas, or, maybe you want to mirror your UV's in a certain way, and again, that can be done by using a couple more polies. However those are special cases, and I cant see this mesh needing those
Have fun, hope this post helps.
Well, a box, thats made up of 6 sides, right? That means 12 polygons. Your box, if made the same as above, would still have 6 sides, but it would have that many loops in it, that it becomes 768 polygons... Yet it would still look exactly the same. I'm not talking "a little bit different", I'm talking EXACTLY the same.
Lets expand on Obsideans example shall we?
Your iron sight tube thingy, this is how it looks at the moment (Not exactly but you get my point):

And this is how I would model it:

Yet the first shot uses 416 polygons, and the second shot uses 64 polygons... A lot lower, yet... Both models are exactly the same shape, size and share the same silhouette, which means the extra polygons in example A are useless, they are not adding to the shape and form of the model, they are being wasted. So, get rid of them, all over your model, where they are not needed. You will find your model CAN be brought down to about 500 polygons, and at this stage I just KNOW you will sit there and go "Well F*ck me... Now I can add even MORE detail and STILL not be at the 1000 polygon limit!"
So remember, ONLY add polygons if they are needed to change form. There are exceptions to this rule however, sometimes its nicer to add polygons to change the smoothing of a mesh in certain areas, or, maybe you want to mirror your UV's in a certain way, and again, that can be done by using a couple more polies. However those are special cases, and I cant see this mesh needing those

Have fun, hope this post helps.
Re: maximum vertex?
Ok, just a little pointer, i wouldn't model the ends of my tube that way, it was just quicker to make the mesh that way than to model it. As a rule I usually follow a zig zag pattern for the ends of my tubes, instead of the center point. Plays nicer with blending and locals.
Re: maximum vertex?
but i make everything with primitives (because i don't know how to use vertex
), so i can only adjust sphere to make less vertex. I use milkshape so i think that using vertex is harder than Maya and other programs.

Re: maximum vertex?
In Milkshape, its stupidly easy, becaue the program makes everything for you. When you make a cylinder "stacks" is how many loops it has, and "slices" is how round it is.
So, drop the "stacks" down to 0, and the "slices" down to 12. Thats all you do.
As for everything else, your just gonna have to split the model into sections and lower the polycount by hand. Its not that hard to do, all you need to do is keep the verts, and then creat the polygon from each 3.
So, drop the "stacks" down to 0, and the "slices" down to 12. Thats all you do.
As for everything else, your just gonna have to split the model into sections and lower the polycount by hand. Its not that hard to do, all you need to do is keep the verts, and then creat the polygon from each 3.
Re: maximum vertex?
You also have to consider the scale of the model relative to the game world. Right now you are working on your model essentially zoomed in so it's easy to get carried away.
I'm sure you also have a bunch of occluded polygons that you can get rid of entirely.
I'm sure you also have a bunch of occluded polygons that you can get rid of entirely.
Re: maximum vertex?
but that is only for cylinder and sphere, but as you see i only used 4 cylinders, and everything other is boxes
btw and i have cutted down on the vertex, as soon i get home i will show the wireframe pic of it
btw and i have cutted down on the vertex, as soon i get home i will show the wireframe pic of it
Re: maximum vertex?
here is the "watered down" version



Re: maximum vertex?
Well, that looks more reasonable. 

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Re: maximum vertex?
The top still looks a bit, eh, top heavy. But, all in all, good work. With how many vertexes / faces did you manage to cut it?
Re: maximum vertex?
i don't know but its under 1000 now
, but i really liked my old version, too bad im not going tu use it 

