Help Build "Project Nevalys" - The Open-world Fantasy Game

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Here are 2 spears hope you like!
I was wanting to share the blends as Fan Art on Blendswap and get more exposure about Project Nevalys and myself?

Feel free, JD.
Its just that they musn’t be used for commercial work, and anyone using them should both credit you and mention that they have been made for this project.

The spears are looking pretty good! I will make a few changes to them before they’re incorporated into the game, but otherwise, great going.

Just as a tip, anyone posting a reply with a render of any model you wanted to display can use Imgur or some such image sharing website, so that even non-members can have a look at 'em.

Cheers!

Another 3 slots have opened up regarding terrain creation on Cryengine 3. People interested in this should meet the following requirements:

  1. A decent amount of time and dedication to the project.
  2. Considerable mastery over the engine ie. Caves and other subterranean components creation.
  3. A portfolio.

Hope you people are interested!

Did some axes up here they are. Hope you like them. [ATTACH=CONFIG]313564[/ATTACH][ATTACH=CONFIG]313565[/ATTACH]

The angle for all the heads inlay is better here.[ATTACH=CONFIG]313568[/ATTACH]

Good use of anisotropic shading! Have you used an image texture or a voronoi texture? But the pattern you’ve sculpted on the blade would look better if it was engraved. Keep it up JD!

here is the touched up spears 1 and 3
http://cgcookie.com/blender/images/spears-1-and-3/

Interesting stuff…the terrain looks great! especially the snowy one
can’t wait to see the concept art for the characters

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Thanks khalibloo! The OP’s been updated to show what we currently need. We’ve got a good response so far. Hope this collaboration keeps up!

@JD- your weapons look nice, but aren’t they too “high poly” for a game, especially an “open world”.
Good luck on the concept, keep it up !

Nah. The engine devs say 20k is OK, and can be supported by any PC with a mid-to-high end graphics card. Also, 20k is the max limit. Normally, I’d say the models being made are around 9-16k.

The OP’s been updated! It reflects our requirements better now. Take a look, and if you like the project and want to help, drop me a mail @ [email protected] !

Cheers!

no its too high. plus u don’t need that many polys to model this weapon. for these weapon, less than 1000 is enough. Try using normal maps to fake the details.

Mate, you can always tone down the polys with the multiresolution modifier. 1K is a rock-bottom minimum for weapons. Consoles support more than 100 million polys per second, and I’m sure PCs can score better (not to mention the usage of levels of detail that also allow achievements of higher polygon numbers). Agreed, 20k is pretty high. But it is the max. limit and can always be toned down.

In other news, we’ll have our first environment video up soon. So keep subscribed or sign up for the project!

Cheers.

@The Sun, well to be fair more than 1K for something that is not a character is very rare in video games, take some modern standards for instance, dota 2 has like 1Kish… tri for each heroes (including weapons and wearables). Also it depends on what you want to create, obviously you can’t have that much poly for a MMO it’s just not possible… “1K is a rock-bottom minimum for weapons” Well i doubt it is, it’s more like the top maximum but again it depends on what type of game. “Consoles support more than 100 million polys per minute” Where did you hear that ?
Taichiu727 made it pretty clear, a game is not an animation project, you HAVE TO relie on textures and maps (diffuse, normal, weight, height etc…) It’s pretty amazing what we can do now with not more than 2 plane and a good alpha texture :wink: .

Well I sort of agree with both. 20K is on the higher side for weapons while 2k is on the lower side. I’d say 4-5K would be great compromise. 20K+ is only for architecture and character models.

This isn’t an MMO :stuck_out_tongue: As you said, it depends on the type of game. But I will reconsider the previous 1K statement I made. You do have a point.

I quoted from this source: http://www.gamespot.com/forums/system-wars-314159282/read-polygon-count-25520209/

Did I interpret it wrong? Or is it unreliable? :frowning:

Agreed. Not something new to me, I’ve heard it said plenty times earlier. Developing them right can be a pain though.

Cheers.

Polys per second or polys per minute aren’t what you should be looking at. A game frame needs to be rendered in 1/60th - 1/30th of second or 16-33ms so you’ll get an acceptable FPS. I don’t know if you are supposed to directly divide the amounts by the desired FPS.

But even if you were, don’t do it…

IMO even 1000 polys for either of the two axes is too generous and achieves nothing but promoting bad modeling habits. But 20,000 polycount for the weapons in question is an absurd overshot. Virtually 100% of that is unneeded polygons as you could make more defined and detailed axes with even 100-200 polygons. Even if you say you’ll optimize later using this much polygons at any stage of development (unless you sculp something in great detail for baking normal maps) is waste of time and I strongly urge you to re-think your workflow. If you want to insist on using curves as part of model aimed at real-time applications you need to seriously tone down the resolution, convert to mesh and make final shaping with individual vertexes.

EDIT: There isn’t point in sacrificing much polys to roundness either, since you can’t match the definition in your character models anyway. Best case scenario is that perfectly shaped weapons look good but they won’t fit the characters at all, making them look undetailed and bulky. In big projects such things are vital to coordinate early on. I suggest you at least talk about unit dimensions and it’s good to set up minimum span between two vertexes (for example 0.01 BU or centimeter if you work in meters) that is often the first pitfall of matching looks.

When modeling weapons it’s good to take benefit of sharp edges (edge crease, sharp edge, edge split modifier) They give the weapon “edge” so that it is less round and soft and more hard and dangerous. You should use hard edges vs smooth shapes to improve on visual distinction and theme of the weapon sketches. Hard edges do good pretty much to any model.

“I quoted from this source: http://www.gamespot.com/forums/syste…ount-25520209/” Yeah i figured so, the polygons that they are speaking of are RAW polygons (understand triangles). Those numbers don’t represent much when developping a game. I see that you have 2GB of RAM, if you want to know how much polygon per mesh you can test it out: create a 10K polygon mesh and then duplicate it, you’ll see very quickly the limit.
Anyway i’m sure you want to create a small game to get better at it so i don’t think that polygon counts will be a problem nor will be the texture size problem. I wish you the best of luck with your game :smiley: .

Spanning over an equivalent of 800 Square Kilometres, the terrain simulates snowy mountains, rocky canyons, coastal shores, and dry deserts. The game has been built around the gamer; giving him/her the freedom of a vast, realistic open world without losing the structure of an RPG. 10 factions, quests, missions and jobs with interconnecting tales combine to deliver an estimated 150 hours of gameplay. It will be put together in CryEngine, with models being imported mostly from Blender."

^ That is not a small game by any means. It aims to do more than games like Fallout 3 and Skyrim (budget 80 million USD with assumed man hours somewhere around 1,000 000) and I try my best not to grasp the topic of how horribly unfeasible the project is. They could still downscale by 0.01 - 0.05 and release something playable.