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Re: Toon Car pack comes soon!
[Re: Blitzblaster1]
#355990
01/30/11 11:46
01/30/11 11:46
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Yes, I know this also. When you import with default settings into Unity, it looks better. But this is just because Unity uses a smaller smoothing anlge compared to Blitz3d or Gamestudio. It is even better: You can tell Unity to calculate new vertex normals and you can put in each smoothing angle you like. 40 degrees works besst in most cases.
But this is not possible in many other engines. And unfortunately they smooth not at around 40 degrees, they smooth at something around 60-80. This high value probably comes to smooth very lowpoly character models like made with only 400 polygons. This is a setting from old times. But it is still there. This makes many models look strange and hard cuts or smoothing groups are needed to handle this.
Models, Textures and Games from Dexsoft
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Re: Toon Car pack comes soon!
[Re: Rondidon]
#356182
01/31/11 12:53
01/31/11 12:53
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I think they`re nice for detail works. Like some toy cars on the ground. You don`t want to use 3000 poly cars for that This depends on the platform. I could make you some photos from games like L4D2. I am always wondering how they can use so much polygons for pipes, furniture or little details like a bunch of teddy bears at the ground. There is a map where you walk on a detailed roller-coaster. Even some kids carousels use quite detailed vehicles in large amount. There are bridges and highways with tons of parked cars and other details. But dont try this on a mobile phone It is amazing what a good scene management allows today.
Models, Textures and Games from Dexsoft
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