Problem - my 1st high poly unit - Page 2

Problem - my 1st high poly unit

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

SwiftSpear wrote:
Tim Blokdijk wrote:
Das Bruce wrote:What he really needs to do is reduce the segments in round objects
I can see about 3 to 5 segments that do not fit that definition. :twisted:

I don't believe anybody here made a high-polygon model for Spring.
Won't say that the critics here don't have a point but I actualy would like to know how the unit would look and preform once it's done Plo Koon.
And how hard it is to create the unit with the tools that are around.
You think maestro hasn't made any high poly units? Nub.
which one on the earth my unit that use excessive number of poly ??
OK I made some destroyer with 600 poly for WD, but they need hours to built it is unlikely you can have 30 on screen....
Considering WD infantry have around 100 poly, a squad of eight infantry in WD take more comp resource than 6 T-80 or 8 Smerch or 4 Flanker or 7 BMP-3 or a carrier....
Here is why I say 'Reasonable'...

Even 2000 poly object is fine if you plan the mod to be released in 2009 where most computer have more than 8 times the computer we enjoy now :-) Planning also the keyword here....
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