Bannerlords Models

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dev.Floyd

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Hi,  im currently leargning bout the full process of taking a character into a game engine. 
Specifically i use Zbrush for modeling,  blender for retopo, susbtance painter for texturing, and blender again for pretty much all the rest (uvs, rigging, animations and so).

In order to start practicing models wich FITS into BL standars can be very usefull to know>

How much polys do a player character have on the battle/city scene?  counting just the base mesh, without cloths
textures resolution of him?

How many poly do a npc have in the same scenes?  again just the base naked mesh?

How is the average polycount of assets? (cloth, armor, weapon) 

HOw many polys the "inventory" scene support? or the dialog scenes and so. 



Rigging.....

How is the normal skeleton composed?  It is possible to know the bone names?


Thanks!!

 
From https://www.taleworlds.com/en/Games/Bannerlord/Blog/36
Ümit Singil 说:
WHAT IS THE POLY COUNT FOR WEAPONS?
“The models for both weapons and armour vary a lot, since they come with several pieces. Polygon count for an armour set is usually between 8000-12000 triangles.

In the case of weapons (which are created in multiple parts so that they are compatible with our new weapon crafting system) I will use a sword as an example:
Blade: 120-1302
Guard: 320-1396
Handle: 96-928
Pommel: 144-1244"

https://www.taleworlds.com/en/Games/Bannerlord/Blog/66
Ömer Zeren 说:
I try to be economical with the poly count of course:  a full set of armour, head to toe, usually comes to around 7000-10000 polygons.

https://www.taleworlds.com/en/Games/Bannerlord/Blog/100
Gökhan Şahin 说:
DO YOU HAVE A POLY BUDGET FOR WEAPONS AND ARMOUR?
“Since we fight with a large number of troops on the battlefields of Bannerlord, this pushed us to determine not so much a hard limit, but a desired range for some models. For example, I tried to keep the range between 2500-3500 polygons for the crossbow you see in the image below.”
 
@dev.Floyd I don't know how you've endured so long in the steam underworld surrounded by such illustrious sub beings. To refresh information I say so...if you haven't done it yet...read them I say...don't browse them quickly.  :iamamoron:

https://www.taleworlds.com/en/Games/Bannerlord/Blog/26
blog_post_08_taleworldswebsite_04.jpg

 
Wow i did not remember that blog... And it is PURE GOLD. 
Almost everything i wanted seems to be moddeable such as AI Behaviors and Custom AI tactics. 

The bad part> Specific bones cant support specific animations to simulate injuries. (that could be really nice)

Im sure i did read it, but i dont remember and it is posibly the BEST blog ever made. (Even in that old format of blogs, before they were weekly).


Thanks both for the answers,  i can begin some basic works then. 
 
if you want ai I'd also recommend the ai blog itself.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/83
 
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