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Wheels.

Posted: 20 Mar 2009, 21:33
by theotherhiveking
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.

Image

More to come.

Re: Wheels.

Posted: 20 Mar 2009, 21:39
by Zarel
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

Re: Wheels.

Posted: 20 Mar 2009, 22:01
by theotherhiveking
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.

Posted: 21 Mar 2009, 02:37
by Slye_Fox
16 sides is abit exsesive, 8-10 would be a better target for ths engine

Re: Wheels.

Posted: 21 Mar 2009, 10:05
by Per
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.