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Forum: All Forums : Call of Duty 4
Category: CoD4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Maya Fur
xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
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Level 4
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 11:49 am
Hi all,
At the moment im trying to insert a own created character into Call of duty 4, but i know there are limits with the verts etc.
Im adding hair to the character , but im doing it with the Fur option in Maya but in Call of duty 4 i see the most hair is textured.
Why is that? And do i have to do this as well when im adding hair to prevent any limits to be hit?
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 04:49 pm
Textures are used in games instead of fur/hair because of the amount of extra polys fur/hair adds, giving more stuff for the engine to render resulting in lower FPS.
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tHMatt
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
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Level 5
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 04:52 pm
There isnt really a limit. All you have to do is break the model up into diffrent poly "groups" in maya. The CoD engine then renders each 1 seperatly rather then in 1 whole group. Imagine 1 model made up of 5 models, thats essentially what it is.

As for the fur tool, you shouldnt really have to use that, thats designed for single Renders, rather then in-game, real-time renders.
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xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
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Level 4
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 04:53 pm
Thanks for the info all, i gotta choose then :P , or a fury little bastard ( [casanova] ) or a textured cute little bastard [rolleyes]
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 04:56 pm
xholyx writes...
Quote:
Thanks for the info all, i gotta choose then :P , or a fury little bastard ( [casanova] ) or a textured cute little bastard [rolleyes]


You could add a few flat plains with fur textures on them, that's how games currently do fur, hair and trees.
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xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
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Level 4
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 05:01 pm
Thats indeed a good idea ( same way like they make trees at call of duty , just a few "decals" as i like to call them ) , hmm not bad at all.[ohwell]
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tHMatt
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
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Level 5
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 05:26 pm
Yeah, like I said, model polys shouldnt matter unless it is actually insanely high, as you can do poly grouping work-around.
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.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 05:36 pm
[IBS]MattY writes...
Quote:
model polys shouldnt matter


100 models with 40,000 polys each pretty much kills the game with a GTX260, so unless he only wants those with powerful machines to play his mod he'll have to watch the poly count.
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xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
[view latest posts]
Level 4
Category: CoD4 General
Posted: Saturday, Mar. 13, 2010 07:18 pm
.KiLL3R. writes...
Quote:
[IBS]MattY writes...
Quote:
model polys shouldnt matter


100 models with 40,000 polys each pretty much kills the game with a GTX260, so unless he only wants those with powerful machines to play his mod he'll have to watch the poly count.


Well its more as a test , so i'm not really gonna watch the FPS performance at this stage.

But thanks for the info, that would come in handy if i get my characters to work for maybe later stages in a mod.
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