Project "Satan" - Page 2

Project "Satan"

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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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Sean Mirrsen wrote:So far my intentions are:

1st level or highly spammable units: 100-300 faces.
2nd level or moderately used units: 200-600 faces.
3rd level and up or unique units: 500-1000 faces.
Meh, use as many faces as you need to make the finished product look good. That being said, you need to understand that you don't need 50 faces on a gun barrel for the texture to look good on it. Shading is largly painted onto the textures, not handled by the engine, you don't need massive face counts to make a really quality model. If the peewee needs 500 faces to look good, that's fine, but if it can be done with less and look just as good after the texture phase, then why waste the polies to begin with?

I'm gonna try to learn some basic UV and texturing skills soon when I have a bit more time on my hands. For the mean time if you're willing to walk me through the process of reapplying a texture to a model so I can see if it looks good enough I'd be willing to take a shot at texturing stuff if you can get me a good (preferably color coded) UV map...

[edit] worse that can happen is someone else gets raged at the texture and decides to do a higher quality version themselfs :P
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