Privateer: Tarsus
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Privateer: Tarsus
Hello all, figured i'd share this with you all. I'm getting ready to start on the Galaxy next. If you like it and want it, lemme know.
Brad Mick
Brad Mick
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"Who need drugs when you got Brad? He's a trip enough already!' - stoner friend of mine...
"Who need drugs when you got Brad? He's a trip enough already!' - stoner friend of mine...
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we'd love such a thing
any chance you could texture it and make it look more metallish
any chance you could texture it and make it look more metallish
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Well at least its not another remake of a WC1 model.
I know you believe you understand what you think I said.
But I am not sure you realize that what you heard is not what I meant.
Wing Commander Universe Forum | Wiki
Wing Commander: The Wasteland Incident
But I am not sure you realize that what you heard is not what I meant.
Wing Commander Universe Forum | Wiki
Wing Commander: The Wasteland Incident
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it's low poly ready for use in game. after many MANY long discussions with many dozens of people, you can pretty much have a model that is 25,000 polies in game and running just fine. Through careful LOD work, thats what makes that possible. 10,000 seems to be what the new standard will be here shortly. As the in game characters for Half Life 2 are reported to be about 10,000 some odd polies, anything under that is just fine. Higher end/modern whatever graphics cards will be able to handle these no sweat. Also, i believe the game Freelancer's models have an 8000 poly limit. So, as far as polies go. It's a-ok.
Brad Mick
Brad Mick
LightWave nerd extrodanaire...
"Who need drugs when you got Brad? He's a trip enough already!' - stoner friend of mine...
"Who need drugs when you got Brad? He's a trip enough already!' - stoner friend of mine...
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I would strongly suggest having a level of detail that is in the hunderds of polys. Thousands and thousands is fine for a few up close, but a lot of far away ships will cause the game to chug unnecessarily. With a small LOD, the game won't chug when there's lots of far away ships, and there will be no noticeable loss of detail.
That shouldn't be too hard to manage though, especially since there doesn't need to be hardly any model or texture details.
10,000 polys is NOT a low poly model. It may be manageable for some hardware... but it definately isn't low.
That shouldn't be too hard to manage though, especially since there doesn't need to be hardly any model or texture details.
10,000 polys is NOT a low poly model. It may be manageable for some hardware... but it definately isn't low.
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I think you guys are arguing over something on which you agree.
From what BradMick has posted, I thought he was saying that the high poly count doesn't matter because LODs take care of performance issues... and peteyg is calling for low poly LODs! "It's emits no white light!" "No, it's not, it's black!"
From what BradMick has posted, I thought he was saying that the high poly count doesn't matter because LODs take care of performance issues... and peteyg is calling for low poly LODs! "It's emits no white light!" "No, it's not, it's black!"
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textured the Tarsus here this morning. Just a quick job (like the Galaxy), but I took some extra time to make a cockpit interior.
http://students.washington.edu/peteyg/b ... arsus1.jpg
http://www.wcnews.com/loaf/cockpits/tarsus-rear.gif
http://students.washington.edu/peteyg/b ... arsus1.jpg
http://www.wcnews.com/loaf/cockpits/tarsus-rear.gif
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cool good luck
it would be great to see that finished stiletto in game
it would be great to see that finished stiletto in game
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