There are no textures provided so the model needs now texturing.
A pic of the concept for reference:

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Have you done any UV work on this or your other models?Nózmájner wrote:To be hones't as far as I remember it has a far less poly count but I can be wrong. If so, sorry about that. I'ts a bit WIP model, so it needs some work to be in an inclusion state.
Fot the armament: I've designed her on Jacks' descriptions and sketch, and I don't think she's overarmed. A pair of cannons, and some point defence, and also a series of torpedo tubes, so she can fullify it's combat support role.
I'm open for suggestions by the way.



No joke at all.Fendorin wrote:i never knew we can push the vertice like that 30.000??
i thought it was a joke!

When I was working on stuff before and writing the basis for a fighting game (that subsequently got nixed due to college irresponsibilities, and we changed our name from Fractured Minds to Dreadnaught Games, went from PC to pencil and paper gaming) one of our modelers was constantly going on about how I'd need to rethink most of my character concepts to lower poly counts. I've been laboring under the assumption that higher poly counts were horrendously evil.chuck_starchaser wrote:No joke at all.Fendorin wrote:i never knew we can push the vertice like that 30.000??
i thought it was a joke!
PU's Cutter corvette I think it's 70,000 or 80,000 polygons, and no problem at allThat's a 100 meter long ship, btw.
The crappiest videocards today can process 100 million triangles per second. That works out to 1 million triangles on-screen at 100 FPS.
What chokes the poor videocards is big textures, overdraw, lack of LOD's, and poor texture management; --all of which revolve around the problem of memory size and bandwidth. And yet most people keep talking about "poly count" as what counts for performance.
It's probably the *last* thing one needs to worry about, nowadays.





Okay; I'll try and make a wiki page out of it, or add it to an existing one; good idea.Nózmájner wrote:That's some useful information. I think this and some other stuff should be useful to be summarized in an FAQ or something.
Short answer: Don't overlap or mirror anything (almost).At least I would have some questions, like how about overlapping UV-s in a single model,
Intersecting meshes is not exactly a NO-NO, and sometimes it makes a lot of sense if a boolean union would produce a gazillion polygons, such as when a pipe enters a plane. However, it is much better to have the pipe end exactly at the surface, or even be off the surface by a micron, than to actually penetrate; because when it penetrates, you get dark, semi-buried texels there when you bake an ambient occlusion or radiosity.or about intersection of different meshes can be used (I don't like it by he way), or the poly count bounds for different classes and LOD-s, and texture sizes.
Cool!So in conclusion, there's no need to cut down the poly count, and it can be used as a top LOD? If so, the model does need some touch-up, and a LOD of course, and I think, I start working on it today.
However you prefer to work. I usually keep separate objects during the construction phase, and join them once I consider them finished. At the time of exporting, you'll want to have meshes for the top LOD that don't exceed 10,000 vertexes each. In Blender, my latest idea is to keep metals and dielectrics in separate meshes. That's because in Blender there's a limit of 14 material indexes per object, and that's too few, so 14 metals and 14 non-metals suits me better. Lights and transparencies (cockpit glass) are best put in a separate mesh, because transparencies use a different blending mode; and lights will use the same shader as transparencies, if you eventually target the CineMut shader family. (There will be CineMut Opaque; and CineMut FireGlass for glass (and plexi-glass, whatever) and emissive surfaces. Note: You'll still be able to use glow in CineMut Opaque, but CineMut FireGlass will have additional features, like defining directionality for lights, so that engine glows look brighter when you're aligned behind a ship.)Should I keep the different sections on different objects, or join them up?