I have 1066 and I've only completed one leg. I've abused the Mesh Smooth and won't let that happen again. So what is the ideal poly count, and is there anyway I can connect some of my polys?
i believe sc2 models are around 5000, so just stay below that for latecy issues and your golden. you can always connect polys together, if you have to delete some and bridge. just try to make as much detail with your material instead of polys, at least thats what ive been aiming for
I find this learning curve to be really steep. Was anyone else as confused as I am? Also is there anything else I should know? Like Edit Mesh instead of Edit Poly, using bones instead of biped, anything?
Sc2 has geometry instancing so feel free to go nuts with polies. I placed over three dozen Hyperion cinematic models in the editor at max settings and experienced no fps drop. According to max that model is 68k poly.
Shadows, shaders, and stuff like that is much more expensive on performance as long as you're smart about it. 1066 is nothing.
The current exporter uses Edit Mesh, which is Triangles. That will be basically twice the poly count of Quads, which is Edit Poly. So my 75k poly Gahennas BC would be around 140k in edit mesh. And probably take forever to export.
I avoid mesh smooth. I always find it breaks edge flow, anyways.
Just remember that you can always bake high surface detail into normal maps and use a low-poly model in its stead. That's pretty much what everyone does in the industry these days; there's quite a few tutorials on the internets if you're interested, but that topic is quite a fair bit outside of my league. :(
I have 1066 and I've only completed one leg. I've abused the Mesh Smooth and won't let that happen again. So what is the ideal poly count, and is there anyway I can connect some of my polys?
3000 or less, depending on the size of the unit. If you are going for story mode detail, I'd say about double.
Yes there is a way to connect polygons. Welding vertices, which I think you may have to do as an editable poly if you are using 3ds max.
On a side note, it is not good to start a model with the leg.
I love this community :3. Thank you all very much for your help, I will probably continue to ask questions and hopefully one day I will be able to roam these forums, helping others as you have been helping me.
Also, keep in mind that SC2 uses normal mapping.
So in order to match the quality of the existing visuals, you will most likely need to bake a normal map.
Thus, you need 2 models. A highpoly with turbosmooth, and a lowpoly. I suggest using xNormals as a baking engine.
I have 1066 and I've only completed one leg. I've abused the Mesh Smooth and won't let that happen again. So what is the ideal poly count, and is there anyway I can connect some of my polys?
@xenofenix: Go
i believe sc2 models are around 5000, so just stay below that for latecy issues and your golden. you can always connect polys together, if you have to delete some and bridge. just try to make as much detail with your material instead of polys, at least thats what ive been aiming for
@xenofenix: Go
it between 1-3k and you never poly smooth a game model, Poly smooth is pretty much only for hi-poly, ultra realistic CG not in-game models
Has anyone managed to successfully import a unit model to SC2? If yes I'd appreciate if that person helps me with my problem.
I find this learning curve to be really steep. Was anyone else as confused as I am? Also is there anything else I should know? Like Edit Mesh instead of Edit Poly, using bones instead of biped, anything?
Sc2 has geometry instancing so feel free to go nuts with polies. I placed over three dozen Hyperion cinematic models in the editor at max settings and experienced no fps drop. According to max that model is 68k poly.
Shadows, shaders, and stuff like that is much more expensive on performance as long as you're smart about it. 1066 is nothing.
The current exporter uses Edit Mesh, which is Triangles. That will be basically twice the poly count of Quads, which is Edit Poly. So my 75k poly Gahennas BC would be around 140k in edit mesh. And probably take forever to export.
I avoid mesh smooth. I always find it breaks edge flow, anyways.
@xenofenix: Go
It has to be editable mesh, it says so in the readme. Use bones if you want to make animations, which you obviously do.
@IskatuMesk: Go
Thank you very much! :)
@tFighterPilot: Go
Where is said readme?
Just remember that you can always bake high surface detail into normal maps and use a low-poly model in its stead. That's pretty much what everyone does in the industry these days; there's quite a few tutorials on the internets if you're interested, but that topic is quite a fair bit outside of my league. :(
I'we been watching lots of tuts abotu baking, seen like 14 hours of baking tuts in past 4 days :) .
I mostly got it.
I think idea would be 2-5 tris.
Why not smoothing groups ? Blizz is using them ?
@xenofenix: Go
Setting up an exportable model
3000 or less, depending on the size of the unit. If you are going for story mode detail, I'd say about double.
Yes there is a way to connect polygons. Welding vertices, which I think you may have to do as an editable poly if you are using 3ds max.
On a side note, it is not good to start a model with the leg.
@Kanaru: Go
Hmm. How would I use edit poly if SC2 will only allow edit mesh as an exportable model? Is there a work around?
@xenofenix: Go
You can convert it when the model is done to editable mesh.
And without getting more polys, delete teh MeshSmooth modifier, then make it editable mesh. And then simply attach another Smooth modifier.
Hope it helped.
I love this community :3. Thank you all very much for your help, I will probably continue to ask questions and hopefully one day I will be able to roam these forums, helping others as you have been helping me.
@Simitza: Go
Thank you so very much!
Also, keep in mind that SC2 uses normal mapping. So in order to match the quality of the existing visuals, you will most likely need to bake a normal map. Thus, you need 2 models. A highpoly with turbosmooth, and a lowpoly. I suggest using xNormals as a baking engine.
You don't need to make units very detailed. In 3ds max it may look bad, but in game 1000-2000 polys looks good enough.