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Re: Ox model update

Posted: Mon Mar 26, 2012 4:34 am
by pheonixstorm
Good enough for me. I'll gather up some info and see if I can't make a new sticky for potential graphics gurus.

Re: Ox model update

Posted: Mon Mar 26, 2012 5:29 pm
by travists
klauss wrote:Ya, they're good as-is, and you can probably go a bit higher for stations if they're really big and you can do submeshes (so that each section is LODded independently), but it's a guideline for top lods. You need lower-poly lods because onboard GPUs (I'm thinking all intel up to sandy bridge) don't have good vertex processing capabilities.
I have noticed a tenancy among some to assume that everyone is running a gamer setup. While I am not advocating ignoring the high end, it is a free game and as such appeals to those without large amounts of liquid funds. Such individuals are unlikely to have the latest and greatest. LODs seem to be needed with the current poly counts and/or fix the traffic patterns. Anyway, the new Ox is looking good! Now if only it had a little brother between the Ox and Mule...

Re: Ox model update

Posted: Mon Mar 26, 2012 5:38 pm
by Gungnir
Image

Which of these looks better? I'm somewhat partial to the bottom design, but they both work.

Re: Ox model update

Posted: Mon Mar 26, 2012 5:47 pm
by travists
I can't see enough of a difference to matter. With or without a spot on the front of the center engine pod?

Re: Ox model update

Posted: Mon Mar 26, 2012 10:45 pm
by pheonixstorm
I think the cargo pods are a little more rounded on the bottom model. So I would say the bottom.