Someone said that propulsion systems need a remodel.
-Wheels TAKE 1.---
Note: 550 polys flat shaded (thats 1650 in the video card, or 3300, i dont remember if flatshading raises the polycount 3 or 6 times in the video card.
More to come.
Wheels.
Re: Wheels.
OH GODS, THE POLYGON COUNT
It's nice, but, um, not really what I was looking for. :/
See this post: viewtopic.php?f=6&t=2756#p26692
It's nice, but, um, not really what I was looking for. :/
See this post: viewtopic.php?f=6&t=2756#p26692
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- Greenhorn
- Posts: 9
- Joined: 19 Nov 2008, 19:30
Re: Wheels.
Zarel wrote:OH GODS, THE POLYGON COUNT
It's nice, but, um, not really what I was looking for. :/
See this post: viewtopic.php?f=6&t=2756#p26692
Ups... The guards... I didnt notice,
Also if elio's tank design gets accepted i may model the bodies too.
Pd: The polycount is not THAT high (its not optimized, there are some polys wasted there).. and Yes, things get quickly out of hand with flat shading, but i dont know if your model format or the engine can do smooth stuff.
My design might be usable for tracks with a few tweaks.. i will try to optimize and add tracks later.
Re: Wheels.
16 sides is abit exsesive, 8-10 would be a better target for ths engine
Re: Wheels.
There is no point in throwing hundreds of polygons at something that will be displayed as only a few millimetres in size on the player's screen. In fact, that is likely to make it appear worse than a simpler model.