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Cool shiz
And probably not 100% accurate, but shit, 0% OC as always, have fun FJ.
f ,rter,
are
60 6000 60000
triangles triangles triangles triangles
Diminishing returns - 15 years age even doubling the amount of triangles
resulted in a much better mesh. Now, multiplying the amount by 10 hardly thoes.
are
60 6000 60000
triangles triangles triangles triangles
Diminishing returns - 15 years age even doubling the amount of triangles
resulted in a much better mesh. Now, multiplying the amount by 10 hardly thoes.
...
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#2
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allamericandude (03/04/2013) [+]
(14 replies)
Well, it all depends on how well and detailed the model is made. 60000 triangles doesn't make a difference if the model itself is dull, rounded, and featureless. But it would be necessary to have 60000 triangles or more if the modeler wanted to include lots of fine details.
Case in point--that old guy from the PS4 demo.
Case in point--that old guy from the PS4 demo.
#115
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forgivens (03/04/2013) [+]
(1 reply)
**forgivens rolled a random image posted in comment #911798 at Friendly ** <--- Can triangles make this?
This is why even though the PS4 is rougly 10 times more powerful than the PS3 people are going to be dissapointed because the graphics don't look 10 times nicer. At most they look about twice as good.
There's a new graphical prototype being developed in which they implement "atoms," or parts of a gameworld on such a small scale that they can be compared to atoms, in place of polygons. From what I've seen, all the gameworlds are static, meaning that nothing moves in it yet, but not only the graphics rendered by this new method but the very concepts are awesome.
#99
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N. Korean citizen (03/04/2013) [+]
(1 reply)
Tris? HAH! Quads4Life
In all seriousness, I'd take the 600 Tris one and Texture bake the details of the 60000 on to it with Displacement maps, and Normals. Sure, the 6000/60000 ones have more detail, but in terms of optimisation for rendering and game engines, You can get the same result from using Less Tris/Quads. For example, Look at the Gears of War 1 Models, They were literally Blobs in 3D, But with Bump and Normals, they look like the Marcus and Dom we know today.
Tri's Look Gross anyway, All stages of these models would look better in quads.
In all seriousness, I'd take the 600 Tris one and Texture bake the details of the 60000 on to it with Displacement maps, and Normals. Sure, the 6000/60000 ones have more detail, but in terms of optimisation for rendering and game engines, You can get the same result from using Less Tris/Quads. For example, Look at the Gears of War 1 Models, They were literally Blobs in 3D, But with Bump and Normals, they look like the Marcus and Dom we know today.
Tri's Look Gross anyway, All stages of these models would look better in quads.
#29
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jackisawsm (03/04/2013) [+]
(8 replies)
Weirdly enough I was looking at the in maths today, One of the Co-founders of Pixar used this in his work before founding Pixar to make an animation of a plane simulation, It's an amazing thing: It's called fractal, I couldn't find a full Gif of one but this one shows the main part, It's just something that from no matter the size, you don't know how big it is, because the picture seems to always go on, You never know when you're zoomed out or zoomed in.
#12
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zmbz (03/04/2013) [+]
(1 reply)
that's because the eye can only see so much detail.
It's not like the higher the number of ____ the clearer it looks, because at some point, the image will be so detailed, our eyes won't even be able to detect how fine it is.
Thus why anything over "retina display" is a complete waste of money, your eye can not see anymore detail than that (no, i'm not a mac fag, but my A+ certification teacher is)
It's not like the higher the number of ____ the clearer it looks, because at some point, the image will be so detailed, our eyes won't even be able to detect how fine it is.
Thus why anything over "retina display" is a complete waste of money, your eye can not see anymore detail than that (no, i'm not a mac fag, but my A+ certification teacher is)