High poly + low poly - Page 3

High poly + low poly

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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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Caydr wrote:Whoa, I'm definitely not volunteering to do any uv mapping. I can barely tolerate doing it for my own mod... Crap, I'd never want to texture a unit like that... so many faces at a tricky-to-select angle... The first time you unwrap a model you immediately have a completely different view for any future modeling.
lolz, I could texture and uvwmap this guy pretty fast but again, that is not something I have time for right now. :P I wish I had a way to teach you what I know about quickly doing this. did you check out those links I sent to you a long time ago?
Caydr wrote:Anyway, sorry if I was way off the mark. Like I said, I have next to no experience. (and I was under the impression that you were intending to s3o your units)
It is cool, I will eventually.. maybe.. possibly one day do this. However as it stands my mod isn't even played yet so I am likely not going to do it unless I know there is a real audience for it. :P.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

In case the high vs low poly argument is still going on, allow me to end it once and for all: http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3662 Everything in it is verifiable and duplicatable, except for, well... nobody has G/E/M but me. And nobody's going to, for a while :P Anyway, I have no reason to falsify the GEM screenshot.
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