Discussion in 'Fan Art' started by Donny, May 9, 2013.
it's amazing how lifelike these sets and props look. Great work, Donny!
That's a terrific demonstration of the differences between high and low poly. Thanks!
And here, you'll see those high-poly details (320k polygons) baked onto the textures of the low-poly model (7k polygons). It's most evident on the dial, the muzzle of the Phaser 2, and the grille on the Phaser.
Well, I didn't finish it before I travel home for holiday break, but I did manage to get a first pass on the texturing, and I'm quite pleased so far. I'll finish this baby up in the days following Christmas. Happy holidays, everyone!
"Low" poly, holy cow! I remember when *high* poly meant you had more than a dozen faces!
Incredible, I have one of these and this is exactly the same. I'm curious, why do you need a low poly model?
Probably for game engines running on slower processors, would be my guess.
Even fast processors would have a hard time keeping up with all models being high-poly. Game models, in general, tend to be low-poly equivalents. Donny models primarily for the Unreal4 engine in this thread. I don't know what STO uses.
Scribble said it right! Games and fully 3D environments render in a real-time engine so it’s imperative that models and textures are as efficient and low-cost as possible so that everything runs at a smooth frame rate. And although low-poly games models these days are considerably higher in polycount than their counterparts just a few years ago, it’s still more efficient to bake the super-high details into the textures of the low poly model to fake details that would otherwise cause a greater draw on a computer’s resources.
Finished up the Phaser today, which you'll see I modeled in a way for the phaser to completely come apart in it's different sections. Check it out!
Also, you can view it in 3D by clicking on the link here: https://www.artstation.com/artwork/XLbOa
Words fail, other than "wow." Your work continues to amaze good sir.
That makes sense, thanks, Donny.
My question's actually the opposite, though: why do the high-poly version? Or do you need to do that before you can then reduce it for the low-poly version?
(Please forgive my extreme lack of knowledge).
The high poly version's details get baked into the textures for the low poly version so that more detail appears on the textures than there actually is in the low-poly model. These high-poly models never make it into the game; just my texture/material authoring program for baking.
@Donny, please forgive this link to my thread, but I don't want to pollute yours with my answer as it has nothing to do with your models.
Okay, here's the status of my conjectured toilet/handsink combo in the aft compartment of the TOS shuttlecraft
Here, you see everything stowed away nicely. Note the addition of a TOS-style replicator / food slot.
The commode folds out at the press of a button.
And the hand sink folds out as well!
Thoughts? I tried very hard to keep a very angular/boxy TOS look to the commode and handsink.
I'm just worried about the proximity of the food slot to the commode, even in the tiny volume of the TOS shuttlecraft.
Very cool!!! One comment - That silver stuff on the floor was not the prismatic stuff as you have it drawn but was perforated steel plank (PSP) or "Marston Mat." It came in a bunch of different design and hole sizes and was used by the military to build airfields, roads, etc. and locked together to form different shapes depending on what was needed. They used this stuff a lot in the Pacific theater during WW2 and in Vietnam to build taxiways and sometimes runways on muddy, unstable ground. The stuff on Star Trek was no doubt surpluss of which there was a ton of it around back in the day. You can see in the cap below that it has raised texture and you can also see the joint down the middle where it connected together.
Here is a photo of some of the bigger stuff used to make an airfield
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