Jorzi wrote:Thank you Buginator and Olrox

And thanks also for the practical tips, I hadn't even thought about the VTOL cannon.
As I said I have a 256x256 texture and the polycounts are 112, 134 and 150 so no problem with that (although I may be able to lower the heavy cannon's polycunt a bit).
I have, however, no experience in exporting models but I hope you can use the .blend files directly?
Should I just post links in the forum or can I send them directly to you? (My friend hosts my images&stuff and I don't want to overuse his internet connection)
Oh and one more thing, I read somewhere that the .pie format has a quite limited coordinate precision, how many steps per ingame square (approximately)?
You can fit 128 points per tile length. It's like if you were limited to make you models based on connections between a 128x128x128 cube this isn't trouble, solving this is as simple as moving vertexes slightly, and it's ready to go. You can send them directly to me via e-mail (it is my MSN, you can access it in my profile), I can work in pretty much any format you send me. Conversion is indeed tricky in the beginning, but Mangust is already a pro at it
I'll PM you about the way we usually produce our models (not much of a big deal, just some general pointers that we usually follow)
Given your polycounts, and Mangust's approval via PM, you are welcome to join AR!
If you send me the .blend files I think I can produce some nice improved textures and maybe we can see those models in-game even today
In the PM I'll send you your own customized signature
Again, welcome to the forums, and welcome to the Art Revolution!
~Olrox
P.S.:
Zarel wrote:I'unno, ~100 seems a bit high for components... My primary concern is that I see detail that probably isn't very visible even at max zoom.
Yep, as I said, we are aiming for 100 +- 50 and preferrably less than 100. 150 is for the most detailed, unusual models, like, let's say, the heaviest bodies, probably plasma cannon, and VTOL props for the larger bodies as well.
I will take a look and see which polys can be removed without decreasing the quality too much.