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#11 |
![]() Join Date: Feb 2008
Location: Glassboro NJ
Posts: 2,395
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Yeh big issue with my model oif the SPG was that the tube was too many sides, so it had to be scrapped completely, I felt it needed the sides since thats all it is, but the devs felt differently and I'm not going to argue with them
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#12 |
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Smoothing Groups?
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#13 |
![]() Join Date: Feb 2008
Location: Glassboro NJ
Posts: 2,395
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Yeh I had used smoothin groups, But i felt I could use polies on the tube considering all you really ever see is the tube, so why not? eh whatever ahha
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Biggest time killer :P To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#14 |
![]() Join Date: Apr 2009
Posts: 128
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My final word about tris count for my projectile model (to prevent further spaming this thread about this problem)
1. By example, current RPG missile has 400+ tris. Anyone mentioned any lags when shooting? It has 400+ tris because it doesnt have complicated tail, just capped tube. Other way You should hardly increase tris count, because tail has more details then the rest of the rocket. 2. Do You guys really think that Your PCs cant handle some 500-1000 tris ? There will be maximum of 3 ATs on the map. And each of them will fire with low frequency. So, i think this is not a big deal , but as i said, maybe we need to test this somehow. 3. When i just made my models, i have always showed them to my DEV curator, and always with tris count for model. And i never get any objections about it. But if other DEVs has other opinions, as i said, i can create a version with reduced tris count but with loss of rocket's form. |
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#15 |
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Registered User
![]() Join Date: Nov 2007
Location: The Snowy Northeast
Posts: 7,406
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Definitely keep up your work man, it's looking good. Better to have a high detail model that needs knocked down than a low detail one that needs to be redone entirely.
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[R-CON]creepin - "because on the internet 0=1" |
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#16 | |
![]() Join Date: Apr 2009
Posts: 128
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Quote:
FIRST POST UPDATED. Added ammobox static with some stuffs inside. | |
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#17 |
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PR:BF2 Developer
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A bit shiny, but looks good.
You work with Blender ? How do you export the models then ? You convert them ? |
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#18 | |
![]() Join Date: Apr 2009
Posts: 128
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Quote:
Thanks. And yes, in my original post i didnt do anything with shining of my texture. But in update i have tried to setup gloss values more properly (metallic parts - more shiny, wooden parts - less) | |
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Last edited by kumade; 03-20-2010 at 01:07 PM..
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#19 |
![]() Join Date: Apr 2009
Posts: 128
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FIRST POST UPDATED. Added closed ammobox.
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#20 |
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PR:BF2 Developer
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looks nice but its too much detailed for a small object !
most of the things can be done with Normalmaps and save some polys €: Maybe you should make your textures alpha channel all black this should remove the shiny things |
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| Tags |
| ammunition, projectiles, spg9, static |
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