Page 48 of 418
Posted: 22 Oct 2007, 17:56
by Peet
Depends on how you smoth it.
Posted: 22 Oct 2007, 18:02
by smoth
3 sided.
nope
Posted: 22 Oct 2007, 19:01
by rcdraco
They said 544 triangles is too much, they want me to take it down to BloX level [under 200 triangles].
Posted: 22 Oct 2007, 19:16
by rattle
No, draco, infinity sided cylinders are bad.
smoth wrote:nice model PL.
Roger that.
huh
Posted: 22 Oct 2007, 19:23
by rcdraco
I was talking about my model, and the thing that happened on Warzone 2100 Resurrections forums. They said it was too high polygon, and 100 of them ingame would crash 3/4 of the players. I make up that 1/8 that has a good pc that can handler 1500 of them.
Posted: 22 Oct 2007, 20:19
by Pressure Line
Erom wrote:Question - will people notice 4 sided "pipes" for things like streetlights, or do I need to go with 6? I know 4 is probably plenty for TA scale mods, but I also want things to look ok in swta/s:44 scale.
it depends on if you want it to look smooth or not. you might even get away with 5 if you do the vertex normalising properly (id just go with 6, unless you plan to put a million of the things on a map, it shouldnt matter)
Posted: 22 Oct 2007, 20:22
by rattle
If you model it in one piece I'd say between five and three, depends on what the geometry of the lamp should look like.
Posted: 22 Oct 2007, 20:22
by Pressure Line
rattle wrote:No, draco, infinity sided cylinders are bad.
smoth wrote:nice model PL.
Roger that.
most of the model is the armcrabe. i just pulled the missile launcher off the top and put a more lasery gun barrel on it :)
Posted: 22 Oct 2007, 21:14
by Erom
OK, so... I'm not sure at all whether I'm smothing (har har) this the right way, so it doesn't use a million faces. Wings still claims 27 polys.

Re: nope
Posted: 22 Oct 2007, 21:22
by KDR_11k
rcdraco wrote:They said 544 triangles is too much, they want me to take it down to BloX level [under 200 triangles].
544 IS too much for that shape.
Posted: 22 Oct 2007, 21:30
by rattle
Erom wrote:OK, so... I'm not sure at all whether I'm smothing (har har) this the right way, so it doesn't use a million faces. Wings still claims 27 polys.

For easier UV mapping I'd model it straight up, then UV map it and deform it then with a magnet rotate or something else.
Posted: 23 Oct 2007, 01:37
by smoth
I still say a 3 sided for something that small.
Posted: 23 Oct 2007, 02:52
by Neddie
Three sides looks great on pipes with a little texture play.
Posted: 23 Oct 2007, 04:44
by Warlord Zsinj
See the three-sided pipes I use here.
A little preshading can go a long way; especially when viewed from further away (consider the turret in the distance).
Posted: 23 Oct 2007, 07:33
by SwiftSpear
Noticeable... but I doubt you'd see it if you weren't looking. It wouldn't be good enough in an FPS game, but for an RTS unit I think it's fine.
Posted: 23 Oct 2007, 13:32
by smoth
streetlamps are SOOOOOO tiny compaired to everything else that having more then 3 sides to the pole is silly but then again, who listens to me.

Posted: 23 Oct 2007, 14:27
by SwiftSpear
smoth wrote:streetlamps are SOOOOOO tiny compaired to everything else that having more then 3 sides to the pole is silly but then again, who listens to me.

Depends on the scale figure the mod sets as standard. In TA, ya, they'd be little blips.
Posted: 23 Oct 2007, 14:35
by smoth
even in something like s44. Lamps have to placed in a large number for them to be at the right count. which is pollies that the mod could use. I know a lot of people are going to say "lol we can use tons of polies" but personally that sort of waste can add up and quick ESP in an urban area.
Posted: 23 Oct 2007, 16:21
by Erom
The above shot uses a 3 sided tube.
Posted: 23 Oct 2007, 16:24
by rattle
Don't hit shift+tab when taking screenshots I guess.