High polygon object

Started by EgonOlsen, March 18, 2009, 09:43:58 AM

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EgonOlsen

Hi,

does anybody have a free high polygon model (something like 500.000+ polygons) that isn't in MAX-format? I would like to stress test some engine changes, but i can't find a model that

a) is high poly
b) isn't in MAX-format (because i can't load/convert that)
c) doesn't look stupid

Any ideas? OBJ or 3DS prefered.

paulscode

I have some animal models that are around 200K polys, but nothing 500K or over.  If you have something in MAX format, I can convert it to 3ds or obj for you.

EgonOlsen

Some animals with 200K each would do too...where can i get them?

fireside

If you want more poly's and it's in your modeler, you can select them all and subdivide, but it will grow exponentially. ;D
click here->Fireside 7 Games<-

paulscode

Quote from: EgonOlsen on March 18, 2009, 01:40:51 PM
Some animals with 200K each would do too...where can i get them?

I'll upload some, give me a few minutes.

paulscode

Ok, I uploaded some animals:

Horse
Nessy
Cat
Dog  (Dog Texture)

Upon second look, these models are actually lower-poly than I thought they were - like between 75K and 150K each.  I think I know where I can get some higher-poly models at, though.  I'll let you know if I find something good.

EgonOlsen

The horse, as the highest polygon object of these, renders at 500fps on my machine...i need more polygons... ;)

paulscode

#7
Here is a free high-res skeleton model I found (1.2M polys):

(LINKS REMOVED)

I had a small network hickup while it was uploading, so let me know if the file is corrupt, and I'll try uploading it again.

Oh, I forgot to mention, there were too many polys to convert to .3ds, so I converted it to .obj format (Max exported the .mtl file along with the .obj).  I don't know if jPCT is able to load .mtl material libraries, but if not, this skeleton model only has one material - light grey (bone color), so you could just apply a grey texture to the model after loading (there are no UV maps for this model - texturing is done entirely with polygons).  I'm searching for even higher-poly models than this one, and I'll let you know if I find something.

-EDIT
No luck finding anything for free that has more than around 1 million polys.

paulscode

Here's a nice model of an Infiniti Triant (way cooler model than the skeleton, but fewer polys - a little over 1 million).  It is in .3ds format (texture image files are included in the .zip):

Infiniti Triant

EgonOlsen

Thank you. The car is pretty nice, i think i'm going to use that. The only drawback is, that this model combines transparent and opaque polygons on one part (for example, the front window is part of the chassis, the side windows are part of the doors...). That way, i can't make them transparent without making the whole car transparent. I've never seen something like this in a 3ds file before.... ???

paulscode

Oh, that's an easy fix.  Here is that model with the windows and mirrors detached into seperate geometries (in .obj format because Max's .3ds exporter choaks when there are too many polys):

Triant (.obj format)

The above .zip file includes the .obj and .mtl files (the textures are the same as before).  The geometries I detached should be the last objects loaded in this order:
Windshield
BackWindow
DriverWindow
PassengerWindow
BreakLights
Headlights
SideMirrors
RearViewMirror


fireside

Does this mean you can do bump mapping in hardware?
click here->Fireside 7 Games<-

EgonOlsen

Quote from: fireside on March 20, 2009, 12:06:14 AM
Does this mean you can do bump mapping in hardware?
No, not yet...i'm planning to add a hook into the pipeline to support shaders...we'll see how this works out...

EgonOlsen

Quote from: paulscode on March 19, 2009, 11:19:15 PM
Oh, that's an easy fix.  Here is that model with the windows and mirrors detached into seperate geometries (in .obj format because Max's .3ds exporter choaks when there are too many polys):
Works great so far (...your exporter creates another variant of OBJ (must be the 2001th) with strange group namings, but anyway...) expect for the break lights. The glas and the insets are still one object, so i can only make them both transparent, which causes the break lights to become a window into the whole car. Is it possible to split those?

paulscode

Quote from: EgonOlsen on March 20, 2009, 07:13:09 PM
The glas and the insets are still one object, so i can only make them both transparent, which causes the break lights to become a window into the whole car. Is it possible to split those?
That's weird, I thought I had only grabbed the red polys on the outside of the break lights.  Just so I know where to look for the problem, are those "window into the car" polys behind the glass or are they around the border of the glass?