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high poly head experiment
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hyp3rfocus
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Joined: Aug 25, 2007
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PostPosted: Fri Jan 18, 2008 11:58 am    Post subject: high poly head experiment Reply with quote

i wanted to see how the quake3 engine would react to a high poly mesh. i made a head model with over 600 polygons and after some considerable difficulty i managed to make it into a working head model.

here's what it looked like in blender...


and here's how it looks in the game...


and here's the pk3...
z-beret-001.pk3

obviously this is not a finished model. the mesh still needs a lot of work and the current skin is just a placeholder, but it's looking promising. :)
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SnooSnoo
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PostPosted: Fri Jan 18, 2008 3:09 pm    Post subject: Re: high poly head experiment Reply with quote

Oh, we might se a hi-poly Snoo head in oa soon then? Realy cool :D

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W1ZrD
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PostPosted: Fri Jan 18, 2008 4:58 pm    Post subject: Re: high poly head experiment Reply with quote

I'd love to go hunting it :)

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hyp3rfocus
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PostPosted: Fri Jan 18, 2008 10:18 pm    Post subject: Re: high poly head experiment Reply with quote

snoo - it's looking like it might happen. :)

w1zrd - yeah, it'll be fun to hunt snoo.
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hyp3rfocus
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PostPosted: Fri Jan 18, 2008 10:35 pm    Post subject: Re: high poly head experiment Reply with quote

to be honest though i won't put quite this much detail into the head model. when i was trying to take a screenshot of it in the game i realised you had to be virtually nose to nose with it to see the triangles, so it's kind of a waste of system resources. i'll work on something a bit more sensible.

once the head model is finished i might look at using the subsurf version to generate a normal map for it, in the hope that someone can port the normal mapping code from xreal :sexy:
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hyp3rfocus
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PostPosted: Sat Jan 19, 2008 12:13 am    Post subject: Re: high poly head experiment Reply with quote

here's a screenshot of what i'm doing now.

it might look a bit diseased, but there is a good reason for the way it looks, it's actually two models. there is the original subsurf model, which is red and then there is the triangle based model which is pink.

i'm using the subsurf model as a guide for the triangle model. as i move the vertices of the triangle model around i can see the red patches appear or dissapear, which lets me know how close it is to the original. as well as helping me keep the shape of the head correct it also means that everything is ready if i need to generate a normal map.

here's the blend file if you want to take a look.
HEAD-00001.blend
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dairu
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Joined: Sep 21, 2007
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PostPosted: Mon Jan 21, 2008 5:28 am    Post subject: Re: high poly head experiment Reply with quote

once you hit 1000 verts per surface it'll panic and just disconnect.

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