Friedrichstrasse Buildings |
Late_Tuning
Jungspund
Dabei seit: 26.11.2006
Beiträge: 19
Herkunft: Finland / Savonlinna
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28.11.2006 15:38 |
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Eclipse_FX
Mitglied
Dabei seit: 24.11.2006
Beiträge: 27
Herkunft: Hilzingen
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28.11.2006 16:09 |
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Late_Tuning
Jungspund
Dabei seit: 26.11.2006
Beiträge: 19
Herkunft: Finland / Savonlinna
Themenstarter
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Zitat: |
Original von Eclipse_FX
which building is it ?
(which building of the Friedrichstrasse does it represent? Images?
)
some members here count on that
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I'm taking ideas from that...
__________________ If you want send email, email here: late_tuning@hotmail.com
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28.11.2006 16:20 |
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ranger
Jungspund
Dabei seit: 08.10.2006
Beiträge: 24
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28.11.2006 16:33 |
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Late_Tuning
Jungspund
Dabei seit: 26.11.2006
Beiträge: 19
Herkunft: Finland / Savonlinna
Themenstarter
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28.11.2006 16:47 |
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Wolfgang_Petry
Tripel-As
Dabei seit: 05.10.2006
Beiträge: 241
Herkunft: Geilenkirchen
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No it isn´t. That´s my opinion. The entrance looks great
__________________
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28.11.2006 19:58 |
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Late_Tuning
Jungspund
Dabei seit: 26.11.2006
Beiträge: 19
Herkunft: Finland / Savonlinna
Themenstarter
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Zitat: |
Original von Wolfgang_Petry
No it isn´t. That´s my opinion. The entrance looks great
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Phew!
Glad you like it
__________________ If you want send email, email here: late_tuning@hotmail.com
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28.11.2006 20:00 |
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maklin
Special Guest
Dabei seit: 05.10.2006
Beiträge: 34
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Your Work looks very detailed an beautiful, so I think you have a good will to make nice obejekts. But there is one point you have to change, if you make objects for games/mods etc:
In games the objekts must have less polygones than possible. Every detail make new polygones, so you have to think: Which details are important to create as a 3D-object, which ones can only be textures?
As an exampel on your house I would mention the windows. You have made all the wood-parts of a window (dont know the right word in english). With a Texture like this one I have uploaded here (I have several more ones looking quite similar) you can save much polygones (you need only 2 per each window) and it is quiete easilier to build and it still looks realistic.
Do you understand what I want to tell you?
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28.11.2006 20:12 |
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Late_Tuning
Jungspund
Dabei seit: 26.11.2006
Beiträge: 19
Herkunft: Finland / Savonlinna
Themenstarter
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Zitat: |
Original von maklin
Your Work looks very detailed an beautiful, so I think you have a good will to make nice obejekts. But there is one point you have to change, if you make objects for games/mods etc:
In games the objekts must have less polygones than possible. Every detail make new polygones, so you have to think: Which details are important to create as a 3D-object, which ones can only be textures?
As an exampel on your house I would mention the windows. You have made all the wood-parts of a window (dont know the right word in english). With a Texture like this one I have uploaded here (I have several more ones looking quite similar) you can save much polygones (you need only 2 per each window) and it is quiete easilier to build and it still looks realistic.
Do you understand what I want to tell you? |
I think so, in future i wont do so much details...
__________________ If you want send email, email here: late_tuning@hotmail.com
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29.11.2006 15:21 |
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Finnskij
Mitglied
Dabei seit: 10.11.2006
Beiträge: 32
Herkunft: Pyhätunturi (Lappin lääni) Suomalainen Tasavalta
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It is not a critic on you, understand it as a little help for later modelling. A high Polycount wont be usefull, because of the 3D Engine of San Andreas. Sure, if you make a modell with a higher Polycount, the result will be a good model, with no edges, it will look peerfect, but the speed of your computer will getting lower and lower... Remeber this:
A higher Polycount ---> A lower Game speed
A lower Polycount ---> A higher Gamespeed
Watch your details, look for small lines, or holes, or something like that in your model... You must not create it as a good model, you just can make a texture, wich will simulate a little hole, or a line.
Later you will have the same Problem with texturing. If you are using a lot of bitmaps for the model, it will reduce the game speed radically. Just use one Bitmap when possible, one bitmap with all the textures in it, so the modell will only load one bitmap, from one Diskspace, and not hundrets of bitmaps, from different places of your computer...
If you are watching these Tips, your model wont disable the game speed, you are just making the game speed fluently with a low poly model, and as little number of pictures as possible.
there for: Good luck, and well work
__________________ ähhh, was? Alkoholiker? Wieeee? Ts, lesen die keine Zeitung....
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29.11.2006 18:27 |
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Late_Tuning
Jungspund
Dabei seit: 26.11.2006
Beiträge: 19
Herkunft: Finland / Savonlinna
Themenstarter
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Zitat: |
Original von Finnskij
It is not a critic on you, understand it as a little help for later modelling. A high Polycount wont be usefull, because of the 3D Engine of San Andreas. Sure, if you make a modell with a higher Polycount, the result will be a good model, with no edges, it will look peerfect, but the speed of your computer will getting lower and lower... Remeber this:
A higher Polycount ---> A lower Game speed
A lower Polycount ---> A higher Gamespeed
Watch your details, look for small lines, or holes, or something like that in your model... You must not create it as a good model, you just can make a texture, wich will simulate a little hole, or a line.
Later you will have the same Problem with texturing. If you are using a lot of bitmaps for the model, it will reduce the game speed radically. Just use one Bitmap when possible, one bitmap with all the textures in it, so the modell will only load one bitmap, from one Diskspace, and not hundrets of bitmaps, from different places of your computer...
If you are watching these Tips, your model wont disable the game speed, you are just making the game speed fluently with a low poly model, and as little number of pictures as possible.
there for: Good luck, and well work
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Great, thanks!
__________________ If you want send email, email here: late_tuning@hotmail.com
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29.11.2006 18:46 |
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maklin
Special Guest
Dabei seit: 05.10.2006
Beiträge: 34
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Zitat: |
Original von Finnskij
Just use one Bitmap when possible, one bitmap with all the textures in it, so the modell will only load one bitmap, from one Diskspace, and not hundrets of bitmaps, from different places of your computer...
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This method is not used by buildings, but cars are often made with very less textures. If the modelling of building would use so much special textures (every house would have in your case a special texture), it would made choas. Here you can and shold use some more textures.
In all the other facts, Finnskij is really right and that post is good advice.
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29.11.2006 20:30 |
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Finnskij
Mitglied
Dabei seit: 10.11.2006
Beiträge: 32
Herkunft: Pyhätunturi (Lappin lääni) Suomalainen Tasavalta
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Thanks
I just want to tell the truth when possible and need... but remember, a lot of these details i have heard from you, or better to say i have learned a lot from this Forum and its users.... in this point of view, i have to say thanks
__________________ ähhh, was? Alkoholiker? Wieeee? Ts, lesen die keine Zeitung....
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30.11.2006 21:31 |
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Marten
GTA: Berlin-Spezialist
Dabei seit: 04.10.2006
Beiträge: 276
Herkunft: Berlin
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And... You're going on?
Marten
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31.12.2006 07:36 |
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