Official DooM III Website Launched

Originally posted by LoneDeranger
Is it just me, or does that marine model have like 150,000 polys?

for quake IV?

yeah, all the models are like artwork quality right now, of course they'll do poly reducing stuff.
 
Originally posted by |CC|Hudson

A very nice example of how ID owns.

Hate to break it to you, but QuakeIV is going to be done by Ravensoft. But iD is making the engine, so yeah, they own.
 
Originally posted by ElFuhrer
Hate to break it to you, but QuakeIV is going to be done by Ravensoft. But iD is making the engine, so yeah, they own.
It's actually be still done by Id, or at least have Quake 4 be called "an Id Software game" since they own the rights to the Quake franchise-Ravensoft is one of Id's long-time buddies.
 
lol you guys are funny.

Those models are well over 150,000 polies. Try 1.5 million. lol.

And they wont be reduced. those models will never even see the game engine. They will simply be used to render the normal map and applied to another model, the in-game model. All the detail on those 1.2 / 2 million poly models will be on the low poly models in-game.

Just like the attached image. The model looks like it could easily be 1 million poly, but in reality its the in-game low poly model.
 
Originally posted by EvilEwok2.0
lol you guys are funny.

Those models are well over 150,000 polies. Try 1.5 million. lol.

And they wont be reduced. those models will never even see the game engine. They will simply be used to render the normal map and applied to another model, the in-game model. All the detail on those 1.2 / 2 million poly models will be on the low poly models in-game.

Just like the attached image. The model looks like it could easily be 1 million poly, but in reality its the in-game low poly model.

:O John Carmack?!

I think you're probably right, well you think you are so you must be.
Got a link or any proof at all?

I do honestly believe you, they are pretty shwish.
 
You just always sound so sure of yourself without telling us where your nuggets of information come from. Like I said though, you're right in this case clearly:



:rolleyes:

BadgerEDIT: Illegal pic link removed
 
Why do those links say McDonalds?
Wait! They're illegal leaks!
Chris_D--You're a mod!






...This should be in the McDonald's ads suck thread.
 
Originally posted by EvilEwok2.0
lol you guys are funny.

Those models are well over 150,000 polies. Try 1.5 million. lol.

This is the stupidest thing I have ever heard. You obviously know nothing about modeling &/or bump-mapping. Try thinking before you clutter the forums with un-educated posts.

BTW: Try more like 1,500 polygons, at the absolute, very best. Bump-mapping simply creates the illusion of a smooth, and "physically" detailed surface. Read the December 2002 10 page preview.
1.They design a high polygon model first.
2.They create the low-polygon count model w/ local bump-mapped surface.
3.They skin the model.

Bump-mapping is a ''trick'' technique that gives the effects of textures that react to light. It gives the illusion that each crevice has been modeled.

Looks like they fooled you.
 
Originally posted by GhostValkyrie
This is the stupidest thing I have ever heard. You obviously know nothing about modeling &/or bump-mapping. Try thinking before you clutter the forums with un-educated posts.

BTW: Try more like 1,500 polygons, at the absolute, very best. Bump-mapping simply creates the illusion of a smooth, and "physically" detailed surface. Read the December 2002 10 page preview.
1.They design a high polygon model first.
2.They create the low-polygon count model w/ local bump-mapped surface.
3.The skin the model.

Bump-mapping is a ''trick'' technique that gives the effects of textures that react to light. It gives the illusion that each crevice has been modeled.

Looks like they fooled you.

Uhh, ghost. Those models are screens from a modeling program and they DO contain like 150,000 polys apparently.

Not quite millions but not quite 1500 either.

Look at that link I posted above
 
Chris, that's one of the high-polygon models they use before moving on to the actual in-game creation.
You can't seriously tell me you believe 150,000 polygons, in real-time motion, on a recommended 1.5 Gig system. It's blasphemy! Besides, read the PC Gamer article, if you can get your hands on it.

Once I get my scanner working, I'll scan it - if you want.
 
Right, someone says they're high poly and will be cut down, Evil laughs and says they're promotional models and will take up 1,500,000; I show the screenshot that shows that they're actually 150,000; you insist the ones that me and Evil were talking about were more like 1,500; and then you inform me they're promotional models and can't in anyway be 1,500,000...

Anyone else confused?
 
I know they're only promotional ones. But thanks anyway :p
 
Ghost is correct as far as I know for the actual ingame models: they are low poly models with bump/normal mapping to create the illusion of 3D high poly models.
And if it was 1.5 million in realtime I'd be killed by the shrapnel from my exploding processor.
 
lol ghost.

This is the stupidest thing I have ever heard. You obviously know nothing about modeling &/or bump-mapping. Try thinking before you clutter the forums with un-educated posts.

OK then, lets see here....

BTW: Try more like 1,500 polygons, at the absolute, very best.

ROFL! I know your not really saying that those models consist of no mroe than 1.5 THOUSAND polies? You cant be serious. You cant even make a decent low poly model with 1 thousand polies, let alone a high res model to be used for normal map generation. Anyone with properly functioning eyeballs can see those models are way way way over 1.5 thousand...............lol!



Bump-mapping simply creates the illusion of a smooth, and "physically" detailed surface.

Thats right. Are you saying thos emodels are thebump mapped low poly models? That isnt true. First off, those are just screen caps of maya, look at the FPS indicator. Its at less than 1FPS most of the time. Do you really think that those super comps over at raven cant render a bumpmapped 1.5k poly model at over 1FPS!?! LOL!

Besides that, you can just look at the outline and tell they are the real deal high poly models, and not low poly bumpmapped models.

1.They design a high polygon model first.

EVERY game developer makes a higher poly model first, but not >1million poly model. Do you know how long it takes to make one that high poly and detailed? WEEKKS OF WORK! Do you know how long it would take to reduce it back to 10,000 even? WEEKS OF WORK! They dont do that LOL! they will make one maybe 15 or 13 thousand, then reduce it tunil they meet the requirment.



2.They create the low-polygon count model w/ local bump-mapped surface.

I dont know why you posted this. Everyone knows thats how the doom3 engine works, and i didnt say anything to the contrary. but those are the high poly models used for the normal map generation, they arent low poly bumpmapped models lol.
you can tell that by looking at the outline.


Looks like they fooled you.

Yea, totally LOL!
 
lol ,this got real complicated real fast. I never said anything was a promotional model lol.

Those models at the mcdonalds site are well over 1million polies. You cant get that much minute detail with 100,000 polys lol. The pic i posted was the low poly with normal map applied.
 
Ignore me, I'm not helping matters :rolleyes:

I misread something. Proceed :D

Forget that crap about promotional stuff.
 
Jesus Christ, man! You know nothing about modeling, at all. Normally I would be open-minded, but I know for a fact because Carmack said it himself. Bump-mapping works with light realistically, and blend the polygons. Besides, look at the doom3.com Hellknight. Look at how flat his left arm is...Look at it!!! Doom3.com
 
lol ghost your crazy. you must have really screwed up when you read my posts, because what your saying doesnt have anythign to do with what i was saying.

It sounds as if you think i was saying the high poly models are in-game. i wasnt.
 
We really know how to **** up a discussion :D
 
lol.

all i was saying was that those q4 models are the 1/2million poly models they make to generate the normal maps. Then they are applied to a 7/10 thousand poly in-game model. I posted that pic to show how much detail the normal maps give the low poly model.

In the end, the low poly models look like the 1/2million poly models.

then ghost had a nervous break down. lol
 
Ok then. But that's in no way, a 7/10 thousand poly model...There is no way. Because I can see that the eayes and all of the other stuff is modeled like crazy...that's more of id's ''pre-final no in-game modeling.''
 
Originally posted by EvilEwok2.0
lol.

all i was saying was that those q4 models are the 1/2million poly models they make to generate the normal maps. Then they are applied to a 7/10 thousand poly in-game model. I posted that pic to show how much detail the normal maps give the low poly model.

In the end, the low poly models look like the 1/2million poly models.

then ghost had a nervous break down. lol

We know, we've all seen the HL2 Walls Technical Movie. Get over your bad self.
 
lol. I have stated multiple times that those q4 models are 1/2million polies. Im not saying they are low poly.

i never said thos ehihgpoly models are for use in-game, i said they will generate the normal maps used for the in-gamemodels, and the in-game models will have all the detail that thos ehigh poly models do.
 
We know, we've all seen the HL2 Walls Technical Movie. Get over your bad self.

Yea, the normal mapped wall in hl2 looks nice. lol.

But normal mapped surfaces look 100 times better when doom3s lighting system is dancing around all the detail, casting shadows.:cool:
 
Originally posted by EvilEwok2.0
lol. I have stated multiple times that those q4 models are 1/2million polies. Im not saying they are low poly.

i never said thos ehihgpoly models are for use in-game, i said they will generate the normal maps used for the in-gamemodels, and the in-game models will have all the detail that thos ehigh poly models do.

Through bump-mapping, correct? Because it sounds like the same technique they used for DoomIII. Carrying over the detail from the high-poly model, onto the local map of the low-poly model.
 
Through bump-mapping, correct? Because it sounds like the same technique they used for DoomIII

yea, it IS the same technique. You say bumpmapped, i say normal mapped, we are talking about the same thing.
 
Alright then. Everything has come to a civil resolution. I leave you as you were.
 
Wow, a dispute with EE in it that dosen't need to be locked ;)

j/k :cheers:
 
its cool because there never was a real dispute, in the end we were both saying the exact same thing we just didnt know it lol.
 
Originally posted by Chris_D
Wow, a dispute with EE in it that dosen't need to be locked ;)

I agree - seriously. I would've suspected you to spout out some rude come-back of being right, but instead you let the dust settle like a mature person. I really appreciate that EE. You've managed to shock me, on what was a realatively normal day. :cheers:
 
The UA website has "secret" codes hidden in the source code. Or at least, it did. Haven't checked lately.
 
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