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3D & Animation Cinema 4D / reference models

wake_up

Grizzled Veteran
Feb 12, 2008
215
81
MerKozy Land
Hi.
I am a Cinema 4D user (R12) and would support the modders by some
bigger and smaller environmental objects, but i have to clear some
questions before.


First: What file format do you use (C4D can export to obj, max, ...)?
Then it would help to know which is the min/max polycount for models,
depending on object type/size, and which size the textures should have.
Also i got a problem with the size of objects. Can objects like a house
be scaled by the engine?

As i used the hammer editor some years ago, there were informations like
how much units a player is high while standing, at prone ..., or how much
units he can jump hight or forward.
So anyone could send me a simple model of a house, one with stairs inside,
or a things like a table and a chair set, which i could use as a preference
for the size of stairs and this things?
(also train rails would be fine, so i could make a train model fit to it)


Greets, JM
 
Hi,

The models imported into UDK can be scaled freely in all the axis

Personally I use the following size for some things:
1 Building floor = 176 UU
Standard window height = 88
Standard window width= 40

you can find some of the things you asked about in this thread : http://forums.tripwireinteractive.com/showthread.php?t=36010

The following is the RO:HOS real world scale conversion

1uu=2cm

Standard Player Height = 92 UU
Standard Door Height = 128 UU
Single Door Width = 64 UU

* Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene. (yoshi note: It is best to be conservative here, but you need to have enough detail so the normal sits on top without looking bad)
* Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048x2048 per character.
* Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.
 
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