Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Killing Floor Forums > Killing Floor Modifications > 3D And Animation

Reply
 
Thread Tools Display Modes
  #1  
Old 09-28-2010, 08:47 PM
Yomommassis Yomommassis is offline
Senior Member
 
Join Date: Sep 2009
Location: Palmdale, CA USA
Posts: 705
Default ZBrush

look what i saw on deviantart
i want kf2 on ut3 or CE3 NOW!

http://sanzliot.deviantart.com/art/K...ng+floor&qo=84



__________________
Yomommassis (Yo·Mommas·Sis) - Ebonic slang for "Your Mothers Sister" or "Aunt".

Last edited by Yomommassis; 09-28-2010 at 08:53 PM.
Reply With Quote
  #2  
Old 09-29-2010, 04:32 PM
C_Gibby's Avatar
C_Gibby C_Gibby is offline
Break Blocks Team
 
Join Date: Jan 2010
Location: Suffocating in a furpile
Posts: 5,830
Default

Reckon unreal and most systems can take this kinda model?

Well, I don't see how hard it can be. If every single mesh from KF was spruced up a bit, I guess all the "new" assets and old code can be moved to UDK3 for uberness.
Reply With Quote
  #3  
Old 09-29-2010, 07:24 PM
ro_sauce ro_sauce is offline
Senior Member
 
Join Date: Sep 2007
Posts: 3,110
Default

or maybe somebody just normal mapped the model in 3dsmax
__________________


For RO2 Crash Support Help, PM me your problem and teamview connection, and I will see if I can fix it for you.
Reply With Quote
  #4  
Old 09-30-2010, 11:31 AM
9_6 9_6 is offline
Senior Member
 
Join Date: Sep 2009
Posts: 2,469
Default

Quote:
Originally Posted by C_Gibby View Post
Reckon unreal and most systems can take this kinda model?
Lolno.
That's over a million quads for ya.
Reply With Quote
  #5  
Old 09-30-2010, 01:23 PM
Falidell's Avatar
Falidell Falidell is offline
Senior Member
 
Join Date: May 2009
Location: Mesa,Az,USA
Posts: 636
Default

tanslates into roughly 2 million triangles... a few ut3 levels have well over 60 million triangles on scene at a time.... na i think it'll work out fine
__________________
Every great advance in natural knowledge has involved the absolute rejection of authority.
- Thomas H. Huxley
Reply With Quote
  #6  
Old 10-01-2010, 09:40 PM
Benjamin Benjamin is offline
Senior Member
 
Join Date: May 2009
Location: France
Posts: 3,419
Default

I don't see why the current engine wouldn't handle it; you should be more concerned whether the end-user's machine itself will be able to handle it. It's an unnecessarily high detailed mesh, you could achieve more or less the same quality (or better) using bump/normal mapping or what have you.

I've not yet played a game that uses over two million polygons for a character.
Reply With Quote
  #7  
Old 10-01-2010, 09:56 PM
Wick's Avatar
Wick Wick is offline
Member
 
Join Date: Sep 2010
Posts: 42
Default

Quote:
Originally Posted by Benjamin View Post
I don't see why the current engine wouldn't handle it; you should be more concerned whether the end-user's machine itself will be able to handle it. It's an unnecessarily high detailed mesh, you could achieve more or less the same quality (or better) using bump/normal mapping or what have you.

I've not yet played a game that uses over two million polygons for a character.
That's because all the game designers either get lazy or don't have the budget/time to make them detailed enough. However, we(by which I mean the people that aren't constrained with time/money) can develop something like that.
Reply With Quote
  #8  
Old 10-02-2010, 10:20 AM
9_6 9_6 is offline
Senior Member
 
Join Date: Sep 2009
Posts: 2,469
Default

Quote:
Originally Posted by Wick View Post
That's because all the game designers either get lazy or don't have the budget/time to make them detailed enough. However, we(by which I mean the people that aren't constrained with time/money) can develop something like that.
Heh.
You never really made a model, did you?
Reply With Quote
  #9  
Old 10-02-2010, 01:38 PM
C_Gibby's Avatar
C_Gibby C_Gibby is offline
Break Blocks Team
 
Join Date: Jan 2010
Location: Suffocating in a furpile
Posts: 5,830
Default

Quote:
Originally Posted by 9_6 View Post
Heh.
You never really made a model, did you?
http://forums.tripwireinteractive.co...ad.php?t=46188
Reply With Quote
  #10  
Old 10-02-2010, 01:52 PM
9_6 9_6 is offline
Senior Member
 
Join Date: Sep 2009
Posts: 2,469
Default

That gun doesn't go up to a million faces.

If he would've dabbled into character modeling, he'd know that there's hi-poly meshes with a couple million of polygons and that those are in fact not hard to make at all with the right sculpting tools.
Those are never being used in games though, for obvious performance reasons, NOT because the game designers "get lazy".
You don't even need anywhere close to that many polygons.

Normal/displacement map baking ftw.

Edit:
Quote:
Originally Posted by C_Gibby View Post
Oh the irony.

Last edited by 9_6; 10-03-2010 at 10:47 PM.
Reply With Quote
  #11  
Old 11-13-2010, 12:10 AM
broodovermind broodovermind is offline
Junior Member
 
Join Date: Nov 2010
Posts: 1
Default

You guys realize that the op pic was used to bake texture detail from? That IS in the game. Just no normal maps sadly.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 08:24 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC