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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Thu May 13, 2010 1:27 pm Post subject: |
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I've spent the day getting the project file size down from 26mb to just over 15mb, without loosing quality or content. A few plants had to go, mainly because they were not seen, unless you explored the whole terrain. Removed a lot of polys from hidden areas which helped a lot.
Made a new lightmapped version which only generated around 20 lightmaps, which were small in file size. I'd made the mistake of setting the texture sizes too small, so it generated over 4,000 LOL.
I also generated a low poly collidable mesh, which is set to invisible in the platform. The last thing I needed was to have all those plants as tri-soup physics . I reduced the poly count on the terrain and used smoothed normals to give it a flowing surface.
Overall, I was running around the whole build, including in amongst the landscape, at over 25fps. Once it's hosted in our wrapper, that should climb to around 35-40fps. Keep an eye on the demo kiosk, I'll be adding access to it shortly  _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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Jeroen Site Admin

Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu May 13, 2010 1:33 pm Post subject: |
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Good job there AWM - keep it up!
Things to learn from this:
- it's always good to optimize your scenes
- it's always good to experiment with the lightmap settings. _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Thu May 13, 2010 4:19 pm Post subject: |
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As a rule, I always follow this setup procedure/routine:
* Research the project.
* Collect all textures that I think I will need. Store them in a 'Prep' folder.
* Using my preferred graphics programme, open each one in turn, make contrast, lighting, levels and sharpness adjustments, followed by sizing them to the power of 2. Re-save them into a working folder inside DeleDs texture folder, in the relevant folders (rather than use one big one).
* Check the file sizes for each texture. If you can use a different format/resolution, then change it.
* Create any models you want to use in the main scene in advance. It will be less laggy and easier to select vertices in a clear environment.
* Create a project folder in DeleD's Scene folder. Use sub-folders for models, terrain etc. I do the same with prefabs, except you cannot have sub-folders.
* Open DeleD and immediately save and create a project file. Go into materials, and assemble your textures into the relevant folders, applying any effects. At this point I would save the file as 'ProjectName_One', advancing the last number as I proceed through stages in the project build.
* At the end of a session/before I turn off my PC, I select the project files and zip them for safe keeping. I also check the file sizes to see if they have progressed in kb/mb size. A small end file could mean it has not saved correctly.
This is sucking eggs for most users of 3D modelling, Scene Management programmes. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun May 16, 2010 11:50 am Post subject: |
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I said 'Once it's hosted in our wrapper, that should climb to around 35-40fps.' well I hosted it today and it has achieved better than expected, I was getting a steady 50fps That was with an average of 61,000+ tris.
It should be connected to the demo selection access point shortly, so you can try it out yourselves. Once downloaded, it does take around 3 minutes to render before showing on screen, be patient. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun May 16, 2010 12:28 pm Post subject: |
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I've uploaded some screenshots taken while walking round the project.
This one is to show the scale of the build from the center. Thats me in the red circle
Another shot, but taken from one corner. Me in the circle again
This is me in the jungle areas looking back at the temple complex.
Why do I feel like I'm sharing holiday snaps lol. As you can see by the stats bar, the fps are stable at 50 and the tris range between 61,000 to 65,000 depending where you are. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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Jeroen Site Admin

Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Sun May 16, 2010 12:32 pm Post subject: |
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Wow, that's a massive scene there, AWM. Makes me feel very small lol. Very nicely done indeed!  _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun May 16, 2010 12:45 pm Post subject: |
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What I wanted to show is, that DeleD can go beyond simply making a few small models. With the right approach, it seems to handle almost anything I throw at it. The lightmapper and UV editors are up for the task.
On the landscaping, I would like to use chronozpheres new UV mapper, when its available. But, when all is said and done, this is all created in DeleD and the only difference in these pictures is, it is hosted in our wrapper for collaboration and physics applied.
The terrain mesh is only 1960 polygons, so quite light weight for the task it does. The biggest overhead is the foliage, but it was worth the poly's  _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Wed May 26, 2010 9:30 pm Post subject: |
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I'm onto a new project already. This time its the Japanese temples Horyuji. Its quite interesting, as legend has it, Buddas bones are kept in one of the temples.
Here are a few assets I've been making prior to starting the main buildings.
This one was worked on in reverse (flipped model)
This one was worked on in reverse (flipped model)
This one was worked on in reverse (flipped model)
This one was worked on in reverse (flipped model)
This railing features on several floors of the building in the photograph in the background.
In total so far, the assets measure up at around 5,000 polygons, which I am happy with. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
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Last edited by AWM Mars on Thu May 27, 2010 10:15 am; edited 1 time in total |
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trucker2000 DeleD PRO user

Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Wed May 26, 2010 11:27 pm Post subject: |
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Looking great.  _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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Jeroen Site Admin

Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Thu May 27, 2010 6:36 am Post subject: |
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That looks awesome! How did you texture them? _________________ Check out Figuro, our online 3D app! More powerful 3D tools for free. |
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Thu May 27, 2010 10:11 am Post subject: |
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Jeroen wrote: |
That looks awesome! How did you texture them? |
I start by using the Projection Mapping pluggin, that gives me the orientation I need to begin the long process of hand alignment of each vertice for absolute precision.
The only drawback is, the pluggin maps everything in mirror. I've tried mirroring the model, but that throws it out when aligning vertices with the background image. Flipping the polygons in UV mapper, doesn't show the effects of the flip, so I'm working blind. The only other option is to create a flipped image to use as the background, therefore making me work in reverse LOL.
You can see how the texture is mirrored, when comparing them on the models to the pictures in most cases. Some I did indeed work backwards, aligning over 1,000 vertices by hand blindly, isn't something I relished LOL. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
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fik Member
Joined: 11 Oct 2006 Posts: 303
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Posted: Thu May 27, 2010 2:32 pm Post subject: |
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That's some very nice looking models you have made there. Especialy with the problems you are having with plugin
I will fix up plugin and hope to post a kink to corrected one later this evening. |
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chronozphere DeleD PRO user
Joined: 20 Jun 2006 Posts: 1010 Location: Netherlands
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Posted: Thu May 27, 2010 4:24 pm Post subject: |
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Amazing.
AWM Mars wrote: |
I start by using the Projection Mapping pluggin, that gives me the orientation I need to begin the long process of hand alignment of each vertice for absolute precision.
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It's actually a plug-in (one g). I thought I should point that out.
Also, Do you need more information about my plugin? I feel that nobody is using at ATM, which is a shame because it took me months to create it.
Projection is quite easy with NashaUV. You could take a look at the tutorial, and ask things if you don't understand something. |
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Thu May 27, 2010 6:07 pm Post subject: |
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@fik
Awesome.. I hoped you may see this post.. Its only a minor bug, but worth correcting.
@chronozphere
I'm working deep on a project atm, I have already downloaded your UV mapper for sure. Once I'm past the hill I'm climbing, I will take timeout to learn your pluggin. I can see on the face of it, it looks very detailed and fully featured
<-still a novice, so will take me time to learn another tool. ATM I spend most of my time in DeleD with my tounge out, squinting and concentrating sooo hard, I blot out the world lol.  _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
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AWM Mars Member

Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Thu May 27, 2010 7:16 pm Post subject: |
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Added another couple today.. the Wooden Block Printing things took forever.. lol.
These are wooden block printing tools that date back sone 2,000 years before Christ.
This is the Seal of the temple, bit like a house ensignia.
 _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
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