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Realsoft Forum • View topic - Quake 4 screenshots

Quake 4 screenshots

Moderator: onyx

Quake 4 screenshots

Postby Robert » Wednesday 18. August 2004, 00:38

Hi folks,
i find some screenshots (testrenderings of models and sketches of guns, vehicles ect.) of Quake 4, it looks good. :wink:

the last 14 pics in the list
Last edited by Robert on Thursday 19. August 2004, 13:42, edited 1 time in total.
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Postby jounihat » Wednesday 18. August 2004, 06:44

It is going to be extremely difficult to make any mods or new levels to games like Quake4 or Doom3, if you have to model exact 1 000 000 polygon objects to them.
Jouni Hätinen

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Postby Boris » Wednesday 18. August 2004, 15:07

:metal:
unbelievable details for game characters.

@Jouni: what do you mean whith this 1 000 000 polygons?
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Postby Robert » Wednesday 18. August 2004, 22:15

Hi Boris,
in the game they use low polymodels of this characters. They build of the environment from the complexmodels a bumpmaping and lay this over the lowmodels ( like we use displacementmaping ).
Last edited by Robert on Thursday 19. August 2004, 12:58, edited 1 time in total.
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Postby Admin » Thursday 19. August 2004, 05:42

Robert ... I already sent you a pm last night. PLEASE don't upload any pictures to my webspace you don't hold the copyright. I don't wanna have trouble with the quake guys because of copyright infringements. If you like to show such pics just put them in with "URL" or "IMG" but NOT upload to 3ddart. Sorry ... I had to delete the pictures again.

I still not understand what that has to do with 1 000 000 polys. I know of the use of normal maps or displacement. Does this mean that one gamescene has or has to have 1 000 000 polys or the scene which was used to built the normal maps from?
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Postby jounihat » Thursday 19. August 2004, 07:14

It doesn't have to have 1 000 000 polys, but eg. in Unreal 3 all game characters have about couple of millions of polygons. And I didn't mean they'd have to have exactly 1 000 000 polygons. I meant that they would have to have at least 1 000 000 polygons and they'd have to be exact (=they'd have to look good, use all the polygons, you know what I mean), and modelling a 1 000 000 polygon character isn't an easy task to do.

If you do only low-poly models, they don't look as good as the original game.
Jouni Hätinen

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Postby Robert » Thursday 19. August 2004, 13:26

Bye,
Robert
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Postby Admin » Thursday 19. August 2004, 15:11

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