I don't have itOlrox wrote: I'll see if I have this version saved on my old pc after I'm back from school
Probably I have it
Sorry
~Olrox
I don't have itOlrox wrote: I'll see if I have this version saved on my old pc after I'm back from school
Probably I have it
That's REALLY good!MaNGusT wrote:Fully symmetric model of the wall.
Thanks. It has 234 triangles. I can reduce it more by removing "support foots" and, as you've already mentioned, move reinforcement bars into normal map texture.Olrox wrote:That's REALLY good!
But, I must ask, you know, it's an old habit, etc., how many polys?
I believe that the small reinforcement bars could be rendered into normal mapping
Also, you'd most probably want to make those bigger concrete parts on the edges, as separate boxes that intersect the main wall, rather than extruded parts of the mesh (If you want I can illustrate that real quickly)MaNGusT wrote: Thanks. It has 234 triangles. I can reduce it more by removing "support foots" and, as you've already mentioned, move reinforcement bars into normal map texture.
I understand you. I'll try.Olrox wrote:Also, you'd most probably want to make those bigger concrete parts on the edges, as separate boxes that intersect the main wall, rather than extruded parts of the mesh (If you want I can illustrate that real quickly)
Yes.Rider wrote:Am I correct in assuming that darker top bit will be teamcoloured in the engine?
I have only - tangent, local xyz, screen, world.Jorzi wrote:May I suggest using an object space normal map instead. It will ignore any smoothing and overwrite the surface normal according to the object orientation. This is ideal for warzone since all objects are non-deforming.
If tangent space is the only available mapping, just do what you prefer, I can convert it in blender later.