Good site for art samples specifically for Torque?
by Katelan Moye · in Artist Corner · 03/26/2009 (5:20 pm) · 8 replies
I'm curious if anyone knows a site that shows art created in Blender and used in TGEA?
Thanks ahead of time!
-Syn
Thanks ahead of time!
-Syn
#2
www.garagegames.com/community/forums/viewthread/82833
04/07/2009 (11:49 am)
I agree Dingo's video are amazing and they helped me out greatly. Also the creator of the DTS exporter for torque have a site as well and bellow is the post that he placed directing people to itwww.garagegames.com/community/forums/viewthread/82833
#3
Note: PC games, not console games. Though Blender could probably produce the graphics seen there as well.
04/07/2009 (12:52 pm)
I'd suggest doing a search for "pc games" and looking at some of the game play sample clips. Blender is capable of producing anything that you'd see there in terms of props, scenery, characters, etc.Note: PC games, not console games. Though Blender could probably produce the graphics seen there as well.
#4
Libra - last time I checked, PC graphics were better than console graphics ;)
04/11/2009 (5:43 am)
Are you looking for examples to show you how to create your own content for Torque, or for the highest standard of Blender-produced art? If the former, I'd have to agre with Jeff and say you should definitely check out JSG's site - there's tons of documentation and example files there. If you want to know what Blender's capabilities are, I'd suggest you look at Steve's blogs - that's some of the best Torque art I've seen made with Blender recently. Or ever.Libra - last time I checked, PC graphics were better than console graphics ;)
#5
Edit:
Misunderstanding. I didn't mean to imply that console graphics were better. Only that the poly counts are higher which,sometimes, may imply more detailed graphics. I've read on this forum about poly counts needing to decreased and my suggestion to check out other pc game graphics was not a hint to copy someone else. For someone that is new to this, it might not be a bad idea to take a look at what the term "modern graphics" and "polished look" means.
04/15/2009 (2:52 am)
I was under ther assumption (DANGEROUS) that the poly count on console games were higher than pc games...at least from what I've read. One reading in particular was in a games forum with a pretty informative list of games and their poly counts (6th post from the top). Did I assume wrong?Edit:
Misunderstanding. I didn't mean to imply that console graphics were better. Only that the poly counts are higher which,sometimes, may imply more detailed graphics. I've read on this forum about poly counts needing to decreased and my suggestion to check out other pc game graphics was not a hint to copy someone else. For someone that is new to this, it might not be a bad idea to take a look at what the term "modern graphics" and "polished look" means.
#6
Lastly, a big thing you need to consider still with regards to polygon counts is really what type of game are you making? A game like Fight Night Round 3 has an insane amount of polygons for its player characters because the game is really just about 2 avatars on the screen who are confined to a very limited area. A game like Quake or Call of Duty has to use less polygons for characters because there are more player models on the screen and more open areas to explore. So realy its all relative to what you are doing.
04/15/2009 (8:34 am)
Since consoles are all the same hardware you can certainly cheat more because you know that everyone has the exact same hardware and thus push the envelope. Another thing ot keep in mind too with this list is its not saying "consoles are better" because there is no frame of reference. Its just a random list of games and not once is the same game listed for multiple platforms (and if it did I doubt it would show different polygon counts). Of course as the technology advances people are able to do more and more things (as you are seeing in your list).Lastly, a big thing you need to consider still with regards to polygon counts is really what type of game are you making? A game like Fight Night Round 3 has an insane amount of polygons for its player characters because the game is really just about 2 avatars on the screen who are confined to a very limited area. A game like Quake or Call of Duty has to use less polygons for characters because there are more player models on the screen and more open areas to explore. So realy its all relative to what you are doing.
#7
...thus the reason I suggested researching PC game graphics. Alot of them were designed for the mid-range CPU, keeping their poly counts at an acceptable level. I think we all can look at a mesh of 20,000 polys and one of 5000 polys and see the difference. Being that consoles generally have more processing power for graphics than your average PC, thus enabling meshes with higher poly counts, it would be a mistake to look at console graphics and think that you can render meshes of the same clarity for a PC game...unless you're going to put hardware requirements on your game, thus eliminating potential players/buyers.
...poly counts for the same game on PS, PS2, and PS3...can you see the difference?
04/15/2009 (11:59 am)
Quote:Another thing ot keep in mind too with this list is its not saying "consoles are better"...
Quote:I didn't mean to imply that console graphics were better. Only that the poly counts are higher...
Quote:Since consoles are all the same hardware you can certainly cheat more because you know that everyone has the exact same hardware and thus push the envelope...
...thus the reason I suggested researching PC game graphics. Alot of them were designed for the mid-range CPU, keeping their poly counts at an acceptable level. I think we all can look at a mesh of 20,000 polys and one of 5000 polys and see the difference. Being that consoles generally have more processing power for graphics than your average PC, thus enabling meshes with higher poly counts, it would be a mistake to look at console graphics and think that you can render meshes of the same clarity for a PC game...unless you're going to put hardware requirements on your game, thus eliminating potential players/buyers.
Quote:not once is the same game listed for multiple platforms (and if it did I doubt it would show different polygon counts).
...poly counts for the same game on PS, PS2, and PS3...can you see the difference?
#8
04/28/2009 (11:20 pm)
Sorry, didn't mean to start anything... You seemed to be implying from thisQuote:Note: PC games, not console games. Though Blender could probably produce the graphics seen there as well.that consoles might have better graphics than 'PC games' in general, and thus might be expected to require different/better tools. I meant to say that the high-end of PC graphics is better than the high-end of console graphics. Obvious case in point: Crysis, and all the PC fanboys who taunt console kids over not having anything to equal it ;P. It's true that PC game designers have to design for compatibility with lower-end systems (which Crytek doesn't understand...) whereas developing for a console, the hardware used to run the game is constant.
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