blitz3d models quality

Blitz3D Forums/Blitz3D Programming/blitz3d models quality

jimmyx(Posted 2006) [#1]
can somebody tell me if the car models below in the link will be shown the same
quality if i load them into blitz 3d somehow

i need these to be good quality.

http://www.3dexport.com/details.php?image_id=373#
or
http://www.3dexport.com/details.php?image_id=440#


jimmyx(Posted 2006) [#2]
i will be working with 3ds.

or if you have other suggestions on how i can get high
quality into blitz3d same as the 2 links above

thanks


Chad(Posted 2006) [#3]
ferrari=LoadMesh("model.b3d")

that's the code for your "getting model in game"

Blitz3d will load whatever you want in.. As long as it's the correct format.


Pongo(Posted 2006) [#4]
The short answer is no, they will not look this good.

The long answer,... These models have too many polygons for a real time application. You may be able to display the car itself, but won't have enough polys left for other things (like a road). Also, those pictures have raytraced reflections and shadows on them. You will not be able to do that in real time either, although you can use a reflection map in blitz. (A cubic reflection map will give you good results, but it is a bit of a step down from a full on raytraced render.


Mustang(Posted 2006) [#5]
Murcielargo > Polygons: 500000 = hehe... forget it.

What Pongo said and don't forget the lack of anti-alias... real-time 3D looks pretty rough without it especially if the screen resolution is low - which it needs to be if you're pushing >100K polygons per frame (with Blitz3D).

You can get close though but:

-You'd have to reduce the poly amount to say 25-50K (to be able to show the road too at least)
-Do very good cubemap reflections, and update those dynamically if the car moves
-Calculate very good light occlusion maps (bit like lightmaps but different)
-Force AA on from your drivers
-And speaking of drivers... you'd need one to drive the car too :)

After this it MIGHT look almost like the Lamborghini render.

[edit]

Okay, the Ferrari has "only" ~18K polys... that might work.


jimmyx(Posted 2006) [#6]
Basically i want to spin the cars in 360 degrees
with the high quality

what if i rendered 360 jpg images in 3ds or whatever render program and saved these as individual jpg files of the car and then
have blitz 3d show the 360 images in a spin motion

would this work , suggestions
this seems the only way to preserve high quality

thanks


Mustang(Posted 2006) [#7]
Blitz3D can show movies, so that's your best option.


skyfire1(Posted 2006) [#8]
here's an idea, make a normalmap out of the car,lower the triangle count, and use blitz3d normalmaps. I haven't tried it yet so don't come crying to me if it doesn't work though.

http://www.blitzbasic.com/codearcs/codearcs.php?code=1285
http://www.blitzbasic.com/Community/posts.php?topic=56557


smilertoo(Posted 2006) [#9]
you could do it depending on how good your hardware is, break the car into 32,000 poly sections.


Pongo(Posted 2006) [#10]
Even if you used the full resolution poly model, it will not look as good as the rendered version for the reasons mentioned above.

The idea of rendering to an AVI and playing that will give you the best quality, but will obviously take up quite a bit more memory. It really depends on what you are doing with it.


Red Ocktober(Posted 2006) [#11]
listen to what Pongo said, and sendme the $35 dollars if it's really burning that big a hole in your wallet...

it's gonna be kinda hard to replicate that picture in real time... you might come close, a lil coding to add a reflective cubemap, and some decent lighting... but those fine curves and details are gonna stop most game engines on this side of the $10,000 dollar mark, dead in their tracks...

... or so close to dead that you'll think it was.

at least from what lil i know, that's what i think... wish it was different... i'd luv to see that bad boy racing around in Blitzville...

--Mike


Zmatrix(Posted 2006) [#12]
As pongo said..if your making a game than that much to high of a polycount to be usefull.


But if you just want to spin the cars around high quality?

Then yeah as long as the polycount is below 32k per surface it should load.

so that 500,000 poly one will be a problem, it needs to be 15-20 surfaces to load up.

depending on your hardware b3d's poly throughput is pretty decent.(considering its dx7 hwt&l)

http://www.blitz3dfr.com/phpfrench/request.php?5

Thats about 65k for the car, and runs at 50+ fps even on my computer with onboard video.

so if that somthing like you want to do then I dont see it being more than a surface(32k) problem.

Sam


skyfire1(Posted 2006) [#13]
But remember, you can always use normalmaps to fake high polycounts.