im not sure if i like this.. i loved the other two models you have done.. mabye its a lack of change? or mabye a lack of detail on the body.. im not quite sure
ok, so If I use the track model, and paint wheels which will have a maximum of 4 frames for the animation, it will be jerky and not smooth, costs 72 triangles total for animated tracks using a 10 sided cylinder per track.
If I use cylinder caps placed on the side, each wheel cap can then be smoothly animated and turned so they actually look like real wheels, it adds 68 triangles for wheel caps to the existing 72 for tracks which = 140 triangles total for the animated tracks with smooth rotating wheels.
I tried using flat sided Tracks with no wheels on the Instigator, and you couldn't even tell the wheels were turning at 4 frames per cycle on animation, and it totally negated adding in the animated tracks/wheels via texture, but it was necessary because its soposed to be lowest poly of the vehicles.
I'm just experimenting still to try and get the smoothest animation possible with animated wheels and tracks.
The idea of using squares actually sounds like a great idea, I can reduce a good # of triangles if I use that method, I'll give it a shot :D
*edit*
cool, using planes instead of cylinders brought the total cost from 68 down to 20 making a total of "92" instead of 140.
Last edited by MR.D on 28 Oct 2007, 10:00, edited 3 times in total.
I'd recommend against cubes, maybe hexagons though. Players with reflectivity turned off also have alpha turned off, so they'll see the entirety of the square instead of the nice circle. If you use hexagons/octagons, you can still have the nice alpha wheel for higher-end users, but with a workable texture in the alpha-ed out zone, it won't look entirely bad for lower-end users.
I'm used to making models with thousands of Triangles, not hundreds though, and I tend to forget that a penny saved is a penny earned.. especially in the case of dozens of units on screen at 1 time.
Total is now 426 with tracks + wheel objects (square wheels )
Ok, well after all the comments, here is what I'm going to use for the final model, it should be a good compromise, so I'm going to start unwrapping it and working on the texture.
440 triangles, the collar and cutout turret added in a few triangles, I hid the wheels so they don't distract