Arm T1 Tank (Stumpy) - Page 2

Arm T1 Tank (Stumpy)

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Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: Arm T1 Tank (Stumpy)

Post by Sheekel »

For rare units, higher polygons are ok. For units like this one, the stumpy, which players are going to make lots of, polycounts should be lower, 500-800 is a good range.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Arm T1 Tank (Stumpy)

Post by smoth »

PFFFFFFFFT, gundam's main units are nowhere near that low poly and it runs fien.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Arm T1 Tank (Stumpy)

Post by Saktoth »

Spherebot (The new CA PW) is 1118 tri's. This is a unit people are spamming dozens of, in every game. Ive noticed no complaints of slowdown from it. The stumpy is 4x the price of the peewee, im sure you could use 4k and nobody would care.

But for a vehicle, you probably dont even need that many polygons, and its always good to not waste any more polys than you need to. But dont be too fussed over polycount, if the polygons are being put to good use, use them.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Arm T1 Tank (Stumpy)

Post by FLOZi »

Quite right. You know, sod it. I'm going to use Yuritch's Katyusha model in all its glory before spiked ripped it in half removing polies.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Arm T1 Tank (Stumpy)

Post by smoth »

fucking right!
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Arm T1 Tank (Stumpy)

Post by Gota »

YES! were with you!march on!
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Arm T1 Tank (Stumpy)

Post by SpikedHelmet »

We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Arm T1 Tank (Stumpy)

Post by MR.D »

My tracks are smoother though with 4 frames, blends better with the wheels also, and shouldn't cause any unnecessary video lag with only 1/4 track objects being rendered at any given time.

But my Tracks are solid, not hollowed tubes in the interest of saving as many polies as possible.
Last edited by MR.D on 19 Feb 2008, 09:16, edited 1 time in total.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Arm T1 Tank (Stumpy)

Post by FLOZi »

SpikedHelmet wrote:We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
It would be difficult to use more for us anyway as realistic track links are only a few pixels wide.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Arm T1 Tank (Stumpy)

Post by KDR_11k »

smoth wrote:PFFFFFFFFT, gundam's main units are nowhere near that low poly and it runs fien.
With "fine" meaning "Framerate goes down the crapper late-game" which is the case for me. Though I think it's the fault of the 300+ building econ in every base, not the field units.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Arm T1 Tank (Stumpy)

Post by Snipawolf »

Do remember that gundam units also have more pieces which account for some lag. Tanks hardly ever have as many pieces as walking units.
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Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: Arm T1 Tank (Stumpy)

Post by Falcrum »

Hey guys.

Sorry for any progress... I dont have time for this. Job...etc.

This is my scene ( .max, .obj, .3ds ) this tank (90% mapped), and T1 Arm bomber... If someone can finish it... would be nice;).

http://www.speedyshare.com/426883893.html
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Re: Arm T1 Tank (Stumpy)

Post by clericvash »

Model shows in the first two posts is fricken sexy!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Arm T1 Tank (Stumpy)

Post by Argh »

The 3DS files are already uvmapped, nicely. All it would take is somebody with time to paint them, pretty much.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Arm T1 Tank (Stumpy)

Post by Pressure Line »

FLOZi wrote:
SpikedHelmet wrote:We use only two sets of tracks in S44. Graphically the difference is very slight, unless the tank is incredibly, incredibly slow.
It would be difficult to use more for us anyway as realistic track links are only a few pixels wide.
I should have internets in a few weeks, then i will demo something that will make you cry tears of blood Floz.

Something to do with texture co-ordinate translation and pure awesome will give infinite track speed variability >_>
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Arm T1 Tank (Stumpy)

Post by Argh »

IOW, you've figured out how to do it via Lua and OpenGL? Yay! That has lots of other potential uses.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Arm T1 Tank (Stumpy)

Post by Pressure Line »

Argh wrote:IOW, you've figured out how to do it via Lua and OpenGL? Yay! That has lots of other potential uses.
intellectually i know how to do it, i just need time [got heaps of that] and reliable, reasonably quick net access [dont have] to figure out the nuts and bolts of it :)
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Arm T1 Tank (Stumpy)

Post by Hoi »

could you reupload it?
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Arm T1 Tank (Stumpy)

Post by MDV »

Will somebody texture it?
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Arm T1 Tank (Stumpy)

Post by Hoi »

I would try to.
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