Poly Count

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I'm in the unlucky position, of not having received my StarCraft:2 beta key yet. Even though, I'm already getting ready for the editor, so I've done a bunch of Concept-Art already, so that I can get a quick start when the editor gets in my hands. Now I would like to create a few models as well, before the game is actually out. One of these models are a character model, and therefore I would ask one of the lucky beta-key-holders to open up a few StarCraft:2 models and post their poly-count in this thread.

I would hate to create a model stealing too much performance, or one with too low quality. I got an idea of the textures used, but if you post this too, it will sure help as well.

Thank you :')
 
characters? you mean units or campaign characters?

well most units range from 1000 polies to 2000. However, unit like the Thor have 8k polies.

Here's a zergling:
attachment.php


About modeling specifications:

you'll need to make 4 maps: a diffuse map(normal texture), a bump map(a normal map made out of a high poly version of the model), a specular map(a type of map that defines inner lighting) and an emissive map(no idea, never made one of these).

Among other things:
1º animation names are the same as wc3, with some additionals.
2º Death model and Normal model are 2 sepparated models.
 

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With normal maps, you can have great amounts of detail packed into only a few polygons.

Also, the OP isn't entirely correct about textures...

Diffuse map: Base RGBA texture for color and transparency
Normal map: RBGA (RGB if it's only a bump map, which appears more flat than a normal map) texture that goes through the texture shaders to allow geometric detail to be applied to the texture (defines how the texture "pops out")
Specular map: RGB (probably RGBA) texture that defines the color and intensity of the glossyish shine you get from the model - I'm assuming that this affects the environment mapping/reflection intensity as well, probably in the alpha channel
Emissive map: RGB (possibly RGBA) map that defines the glowy bits of the texture - in-game lighting does not affect this texture and it will have a bloom shader applied to it, making it appear to be a full-brightness light
 
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Dr Super Good

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Remember that these are the ultra setting models we are talking about. For 75-85% of players they may not be playing anything near that detail level for a few years so they might be useing reduced poly models and reduced texture resolution as well as some channels completly disabled.

As for how many polys your units should have. Unlike you guys asigning random and pointless values to them to annoy people, you should consider the size and relevance of the models in the game when choosing the detail level for them.

A small prop that only appears once or for a very short time should be rather low poly, with about 500 as an aimed max for keeping creation time down and filesize low.

A main character model, like cloud if you were making a FF7 campaign, should have 10K upwards as he is constantly in view, finite in quantity (there is only 1 cloud strife) and will take uf a large part of the screen so detail is important.

On the other hand a spam unit like zombies in a swat aftermath like map would need low poly models. 700 is proabably a good value as there may be several hundred at once with 1000 if zombies are rarer (50s).

Very small units on the other hand like lets say a mini mechanical drone should probably be only 300 or 200, as when zoomed out they may only be a few dozen pixels so the detail does not mater.

Absolutly huge models like environmental models which make up whole parts of the map should be upwards of 50K, as they can fill the whole screen at a time so the detail is important.

Do remember that in the end you will have to make a WC3 level of detail equivelent for every single model you make so that the map can actually be playable for most people. If you make a 3K poly footman model for a footman frenzy and do not include a WC3 like level of detail model for it, you have literally killed off everyone with older computers as there is no way older or slower cards could handle 600K polys at once etc.

I am not too sure about textures, there is a chance it may resize them automatically on map load by doing the cheap trick of loading lower mipmaps only and using them instead of the full texture + all mipmaps.

It also depends on how restricted the file size is. If you are capped at only 8-16MB (as an insane situation), you will probably be foced to use WC3 like models a lot of the time, especially for RPG maps with a lot of custom content. If they have much higher caps (500 MB) or no cap on custom material (separated from map), then you can happily import rediclous detailed models like even ones with 2048*2048 textures.
 
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Dr Super Good, there are no low poly versions of the models, only one model file per unit, that is now low/medium versions. Since models vary from 150KB some to 1MB+ all i can say is - im glad it uses high poly models. I lost interest in seeing people making low poly models for war3 and I mean things like doing a 10KB model just because a '30KB is too much for that kind of model'.. Now I'd say feel free to make 200-1000KB models, cause lots of details can be just for 200KB, no need to be staying and making low poly models like under 100KB... that's sc2
 
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I think it isnt lowering the models at all, only the textures and particles, the latter dont show at low settings. There are no diff versions of the same model from what ive seen in the mpqs.

Well I laughed when I saw this in another forum: (in war3 out of memory makes all terrain and units white and untextured)

http://img251.imageshack.us/img251/4359/sc2ac.jpg

this is what happens if you run out of physical or grahpics memory, lol, the guy that showed this, i thought he's showing some board game with balls until i saw the interface that this is sc2
 
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You can achieve the exact same effect by renaming the mpq file that stores all the textures (base.sc2assets).
 
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