Marvelous Maglev
Just a small update today, with an object some of you may recognize. This is a high-poly model, where an artist goes all-out to produce the most detailed, accurate, beautiful model of an object as they possibly can, without any regard for poly count or performance.
While we’re pretty confident that our engine could handle a model like this in realtime, the next step will be to create the low-poly model, which judiciously reduces our polygon count without sacrificing accuracy and detail.
June 3rd, 2015 at 4:35 pm
Very nice ! Thanks 🙂
June 3rd, 2015 at 8:51 pm
Wow, this looks amazing! 🙂
June 3rd, 2015 at 9:42 pm
Beautiful!
So do you not texture before you poly count optimise? Wouldn’t that mean you’d have to texture twice?
July 6th, 2015 at 9:45 pm
Nope! We use a technique called retopologization, which lets us texture the high-poly once and “bake” the colors from the high-poly onto the low-poly.
June 4th, 2015 at 3:51 am
That looks pretty good! I wonder if the interior is also done
June 4th, 2015 at 6:25 am
Wooooooooooow!
June 4th, 2015 at 7:20 am
@Dario you can see the interior through the window. So yes! 😉
June 5th, 2015 at 2:41 am
I wasnt sure, but yes it seems like there are some things inside 🙂
June 5th, 2015 at 9:26 am
My rig should be capable of loading the high polygon count version. Please retain that option as I love how detailed it is!
June 5th, 2015 at 3:36 pm
The high poly version of an asset is never meant to be seen in game. The one you see in the image is nearly one million triangles and would be extremely inefficient to be used as an in-game mesh. “Low” is a relative term. It’s a very common practice to create the detailed version and then transfer the details to a low poly version. You could also call it the game-ready mesh. Essentially it’s the one you’ll see in the final game. Our Maglev’s game-ready mesh is currently around 36k triangles. If we’ve done our job correctly, you won’t even be able to tell the difference in the final game!
June 7th, 2015 at 10:11 pm
Umm, no. It is not a good idea to use high poly models in 3D games, good computer or not.
June 6th, 2015 at 9:26 am
Those rounded parts better stay round in the final version, because it looks really good.
June 9th, 2015 at 9:00 pm
Sexy.