Moderator: selden
selden wrote:One minor point:
Some people like to go inside models and look around. It can be somewhat disturbing to do that and discover that the spacecraft has disappeared!
selden wrote:Sorry I wasn't clear. I tend to not include all of the words I should.
I was concerned that some of your recommendations to delete internal, unseeable surfaces would make some parts of an object invisible (transparent) when it is explored on the inside. The person creating the object must decide which surfaces are important to the design of the object. Surfaces which never can be seen should, of course, not be created.
selden wrote:All I can say is that while exploring one of your shuttle models, I was slightly disappointed to find that the cargo bay was invisible (transparent) from the inside. A low-poly cylinder would have been reasonable, I think.
Chuft-Captain wrote:El C,
Thanks for the tips, however the one piece of information which seems to be missing is how you actually performed the optimizations in your modelling tool, particularly in the cases below, and what affect (if any) the re-designed polygons have on already existing texture mapping.
This would also be useful information I think.
For example, would it be possible for you to elaborate on how you reduced the segmented mesh on the left (below) to the one on the right. I guess techniques will vary depending on the modeller's choice of tool, but I suspect it's not always as simple as executing an "optimize" command. Personally, I use Anim8tor, but blender is also popular.
Chuft-Captain wrote:Slightly off topic, but another issue specific to Celestia affecting FPS (sometimes significantly) is the number of orbiting objects in the FOV.
Before rendering each object, it's position in it's elliptical orbit (and hence in the field of view) must first be recalculated.
If you have lots of objects in the same vicinity, this seems to have a significant impact on FPS, in addition to the rendering overhead.
(Note: I'm talking about 100's of objects, rather than just a few here)
ElChristou wrote:Chuft-Captain wrote:Slightly off topic, but another issue specific to Celestia affecting FPS (sometimes significantly) is the number of orbiting objects in the FOV.
Before rendering each object, it's position in it's elliptical orbit (and hence in the field of view) must first be recalculated.
If you have lots of objects in the same vicinity, this seems to have a significant impact on FPS, in addition to the rendering overhead.
(Note: I'm talking about 100's of objects, rather than just a few here)
This is normal, Celestia load the objects with their textures, so clearly more object more lost of FPS; it's also why optimized models are always welcome, less poly, less datas, better FPS. Imagine an asteroid field similar to those shown in StarWars, using models with too much poly will put whatever computer on the knees... Even using optimized low poly count models, if you put hundreds or thousands of them you will "kill" you config...
Chuft-Captain wrote:Thanks El C,
Would it be possible for you to post the object on the left (in .3ds format) so that I can practice with it in Anim8tor?
I assume you selected the outside edges (in red), filled the resulting shape, and then just used the yellow arc as a guide to how far to extrude it into a solid object.
At least, I think this is how I would have to do it in Anim8tor, which might be slightly different to how you do it.
which tool do Do U use? (Ani8tor, Blender, other...?)
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