SRTT Weapon model information

A few days ago Idolninja announced that it'll be possible to change and add new models to the game in the future. Since I loved the idea, I already started modeling.
So I've already created a high poly model for the rough design and now I wondered how many polygons the average ingame weapon uses. It'd be very nice if you (V) could give me some information on this subject.
Also, I'd like to know which resolution your weapon textures have and if SRTT's engine supports bump or normal maps.

Thanks in advance! :D
 
According to one of our weapon artists:

We use about 2,500 polys per model on average
The high res textures have to consist of 2 1024x1024 and 1 512x512 or any combination of that (2 1024x1024, 2 256x512 maps, etc)
We support normal, diffuse, and spec maps.

Hope that helps!
 
According to one of our weapon artists:

We use about 2,500 polys per model on average
The high res textures have to consist of 2 1024x1024 and 1 512x512 or any combination of that (2 1024x1024, 2 256x512 maps, etc)
We support normal, diffuse, and spec maps.

Hope that helps!


Thanks this is indeed quite helpful!

So there have to be at least 3 textures?

Btw Do the textures have to use the same UV layout?
 
According to the artist, it doesn't have to be at least 3 textures, you can use fewer, but he suggestes using all 3. It can be duffuse, normal, spec and glow map or whatever, or glow/glow scroll. Also, diffuse, normal and specular use the same UV layout, channel 1 in 3dsMax.
 
Thanks again!

Well, I'm working with Blender since I can't afford using 3dsMax. But I guess they don't have to be on a specific layer as long as they share one, right?
 
There are two separate pegs for weapons, a low and a high. The lows are generally have really small textures 3x128 square, likely less, and the highs consist of what John mentioned above. There isn't a minimum of textures only a maximum that would exceed the memory for a weapon slot.

The UV layout is the same for all textures, yes.
 
There are two separate pegs for weapons, a low and a high. The lows are generally have really small textures 3x128 square, likely less, and the highs consist of what John mentioned above. There isn't a minimum of textures only a maximum that would exceed the memory for a weapon slot.

The UV layout is the same for all textures, yes.


Nice!
Now that I'm aware of the restrictions, I'm going to optimize my model.

Here's my previous design, in case you're curious:
http://www.saintsrowmods.com/forum/index.php?threads/ultor-gun-feedback.2588/

If you gave me some advice, that'd be the tip of the iceberg of fan-service ;)
 
Nice!
Now that I'm aware of the restrictions, I'm going to optimize my model.

Here's my previous design, in case you're curious:
http://www.saintsrowmods.com/forum/index.php?threads/ultor-gun-feedback.2588/

If you gave me some advice, that'd be the tip of the iceberg of fan-service ;)



You could make the high-poly Ultor logos (sides and back) into a bumpmap, as that'd drastically lower the poly-count. (And, to optimize it even more, use the Decimate modifier in Blender, 'till you get a reasonable poly-count, while keeping enough detail)
 
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