JoKelly Posted December 3, 2016 Share Posted December 3, 2016 while modeling yet another custom asset for my current mod I started wondering about several things. mesh complexity, level of mesh detail vs texturing detail. How many polygons are actually best in a model. And the most important one, what does the player actually want. for my current mod I have made something like twenty five new buildings, the first few were heavy on details while keeping the textures simple. To speed up the process and make things simple, I started making low detail models and relied more on texture tricks to show depth and other features. for instance, did I want to actually make the seams between boards on a wooden building or use a normal map or did I want to add some seams between boards but use normal maps to show the rest. using normal maps you can essentially make a cube or rectangle with very few extrusions and the rest of the details are texture illusions but more importantly for a mod released to the world what do the players actually want and what can the engine support. So what do you folks think is the best level and method of detail for custom objects. what is the best level of mesh detail with out the engine throwing fits and do you really care if interiors of custom buildings are vanilla or should it be custom as well. Link to comment Share on other sites More sharing options...
dubiousintent Posted December 4, 2016 Share Posted December 4, 2016 You might take a look at the "Overview" page of TESTG, and then the glossary. In general, the more vertices a mesh has, the more polygons and the longer it takes to render. -Dubious- Link to comment Share on other sites More sharing options...
uhmattbravo Posted December 4, 2016 Share Posted December 4, 2016 I've been silently peeking in on your WIP thread and think you're doing some really nice work. As for my opinion on this topic, I don't know specifics on what the engine can handle, but I think keeping in mind that not all systems are created equal is a good idea. Like for example, if say the boards on a walkway are close together, just use a normal map for the details. If they're far enough apart to have an effect on an actor's footing, do at least the spacing on the mesh's shape. You shouldn't have to sacrifice all detail to account for low end systems, but at the same time, having a little consideration for them will broaden your mod's audience. I think that a nice balance in the middle is probably the best bet. Either way keep up the good work. It looks like you've got something really nice in the works there. Link to comment Share on other sites More sharing options...
JoKelly Posted December 4, 2016 Author Share Posted December 4, 2016 You might take a look at the "Overview" page of TESTG, and then the glossary. In general, the more vertices a mesh has, the more polygons and the longer it takes to render. -Dubious-Thanks for the Reply Dubious, I will check it out. Having modded a couple of other games in the past, I know there is a limit before the engine spazs just not sure what the limit is for FNV. I just don't want to go to low either. so many low poly objects look like crap up close that it ruins immersion while going overboard will stiff low end systems. I've been silently peeking in on your WIP thread and think you're doing some really nice work. As for my opinion on this topic, I don't know specifics on what the engine can handle, but I think keeping in mind that not all systems are created equal is a good idea. Like for example, if say the boards on a walkway are close together, just use a normal map for the details. If they're far enough apart to have an effect on an actor's footing, do at least the spacing on the mesh's shape. You shouldn't have to sacrifice all detail to account for low end systems, but at the same time, having a little consideration for them will broaden your mod's audience. I think that a nice balance in the middle is probably the best bet. Either way keep up the good work. It looks like you've got something really nice in the works there.thanks uhmattbravo, for the reply and for checking out my wip. I do tend to keep in mind low end systems, because I started playing FNV on a system that was so low end It had hamsters power it and wood chucks hand engraving the data blocks on the hard drive. when I upgraded to a more reasonably modern system the game looked so much better LOL I got to thinking a lot about this because of the steam barge. I just do not like the way it looks up close. to me it needs more detail. Glad you like the wip so far. Link to comment Share on other sites More sharing options...
KiCHo666 Posted December 8, 2016 Share Posted December 8, 2016 (edited) Good normal map can make low poly object look really good even if it's not some crazy resolution.I usually make normal maps by baking them from high poly mesh to a low poly mesh. It can be time consuming, but if done right, it can really spruce up the model. Edited December 8, 2016 by KiCHo666 Link to comment Share on other sites More sharing options...
JoKelly Posted December 8, 2016 Author Share Posted December 8, 2016 Good normal map can make low poly object look really good even if it's not some crazy resolution. I usually make normal maps by baking them from high poly mesh to a low poly mesh. It can be time consuming, but if done right, it can really spruce up the model.I might give that a shot, For some reason neither CS2 or GIMP does a great job on Normal maps. So baking might give it the look I am going for with out taxing the engine. Link to comment Share on other sites More sharing options...
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