Modern games modelling is need.

ahmadi

07-10-2008 07:17:44

Hi
Its some years that im working with 3DSMax for creating game models.
I know very of basic knowledge about low-poly modelling.
All of internet tutorials that im success to find them,are old and focused on low-poly modelling.
But in modern games such as GRID,NFS Under Cover,... there is no low-poly models.
You can see source of theyself models, for example you can see that a car model have more than 80,000 polygons.
I don't know how can i design a high poly car model for game in 3DSMax.
All of traditional methods that i know for low-poly modelling is not a good solution for me! for example BoxModelling,...
I want know anyone can help me to i find some tutorial resources of modern games design?
For examples:
-Any tutorial for creating models for modern games(not lowpoly, not highpoly).
-Any tutorial that track steps of creation of modern games.

In other word, i need any tutorial that concerned for modern games, not some traditional basic tutorial that google find for me :).

Thank you for your attention

Ameno

07-10-2008 16:50:38

It's not a tutorial but I think is useful for give you an idea of the polygon count in game industry, a list I found in other forum.


Here are some examples that caught my eye:

Gears of War, Xbox 360, 2006
Wretch - 10,000 polygons with diffuse, specular and normal maps
Boomer - 11,000 polygons with diffuse, specular and normal maps
Marcus - 15,000 polygons with diffuse, specular and normal maps

GTA San Andreas, PS2, 2004
Characters - 2,000 polygons with 1 256×256 8bit texture
NPCs - 1,200 polygons with 1 256×128 8bit texture

Halflife 2, PC, 2004
Alyx Vance - 8323 polygons
Barney - 5922 polygons
Combine Soldier - 4682 polygons
Classic Headcrab - 1690 polygons
SMG - 2854 polygons (with arms)
Pistol - 2268 polygons (with arms)

Halo, Xbox, 2001
Masterchief - 2,000 polygons

Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it's not on GC but PS2)
Snake - 4,000 polygons

Resident Evil 4, Gamecube, 2005
Leon - 10,000 polygons

Jak & Daxter, PS2, 2001
Jak - 4000 polygons

Jak II, PS2, 2003
Jak - 10,000 polygons*

Lost planet, X360/PC, 2007
Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
VS robot - 30-40K polygons
Background - ~500K polygons
Peak number of polygons per frame - ~ 3 million**

Dead Rising, X360, 2006
Peak number of polygons per frame - ~ 4 million**

The Legend of Zelda: The Wind Waker, GC, 2002
Link - 2800 polygons

The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link - 6900 polygons

Super Mario Sunshine, GC, 2002
Mario - 1500 polygons
Levels - ~ 60k polygons

Dead or Alive series, Xbox, 2001-2004
Character - ~10k

Vitua Fighter 5, Arcade/PS3/X360, 2006
Character - ~40k with diffuse, specular and normal maps
Background - 100K - 300K polygons

Medal of Honour: Allied Assault, PC, 2002
Character - 4096 polygons

Project Gotham Racing 3, X360, 2005
Cars - 80K-100K polygons (interior + exterior), damages add between 10K and 20K more polygons per car

Gran Turismo 5: Prologue, PS3, 2007
Cars - 200K polygons (probably interior + exterior)

Midnight Club, Xbox360/PS3, 2007
Cars - 100K polygons

Gran Turismo 3, PS2, 2001
Cars - ~2K-4K polygons

Gran Turismo 4, PS2, 2004
Cars - ~2k-5K polygons

Lair, PS3, 2007
Main dragon plus its rider - 150K polygons
16x16KM scene - 134M polygons (streamed into memory, not loaded at run time)

*Might be a cut-scene model
**No precisions whether it's actual rendered polygons or just the number of polygons sent to transform, pre Z-pass and culling.

It has always been interesting to me to see how many polygons were used on a certain game model. It's trivia, in most case, but I like these graphics related trivial tidbits.


source: http://nsider2.com/forums/Polygon-Count ... 65375.html

But if you need tutorial, maybe some research on google for normal mapping, zbrush (for generate your normal map) for gaming industry, most of time like gears of war you got a 3d model with specular, normal and diffuse map.

ahmadi

08-10-2008 12:32:30

It's not a tutorial but I think is useful for give you an idea of the polygon count in game industry, a list I found in other forum.

Thanks for the information.
But if you need tutorial, maybe some research on google for normal mapping
Normal Mapping is easy for me, its some month that im use it in my models. but in this situation we have a new problem, Normal Mapping is not really a good suit in this situation:
Im designing a car, its very lowpoly, Bump or Normal Mapping can help but no really a great help, because the model is very lowpoly(~2000 polygons).i don't know how can i design a game car with 30K polygons, maybe i must use NURBS or other method!
However i can't do a high level Bump on my car, i think a Phong shader can be more usefull comparing with a Bump shader on 3D cars.

most of time like gears of war you got a 3d model with specular, normal and diffuse map.
Can you explain more about specular and diffuse map, i never used them.
I want know what they do, and How they can help me?

Thank you for your attention.

Lioric

09-10-2008 02:50:26

That is a great list of polygon usage in modern games

The issue is that there is no more a "game modeling" method per se, now you can use any method that you need to produce the assets you want, search for general tutorials on modeling, as noted in the previous post, tutorials on ZBrush and other high poly modeling methods are good, and if its for cars, then just search for tutorials on "modeling cars from blueprints"

What you need to incorporate in your modeling process is an optimization step after the high poly is created and the normal, specular and other mpas are created, to optimize your assets for best performance

Baddcog

03-11-2008 23:25:10

You should check out polycount forums. Probably the best place for learning everything about game modelling techniques.

I'd point you in the direction of sub-dividing. First make a good low poly base for the car (say 3,000 polys). Get a good general shape, uv map it and then sub-divide it (increasing polys while retaining your UV info).

This will add polys AND smooth corners. So you'll need to learn how to 'over model' shapes so when they smooth they will smooth down into the shape you actually want. Also, make sure you have good poly flow in low poly model.

Keep everything in Quads. (especially if you plan to z-brush details).

For mechanical shapes like cars z-brush might not be as helpful as it is with organics. Might lead to weirdness and uneveness in the shape of a car.

You probably want to use smoothing groups also to keep hard sharp edges, sub-dividing will make everything very round/smooth without them.

Try to get all the most noticeable details in your lower poly before you subdivide.