hmm, they are way too high poly in my mind.
you can't use those models in a realtime engine if there are maybe hundreds of them(i hope fo will support such large battles :)
and they don't need so many details(if you add details, do it with a texture map), cuz on the battle screen they will be displayed pretty small.
The DOGA ship creation/animation thread
I'll leave the texturin' and refinin' to you guys... the ones with 3d studio max and all those fancy programs, that is... since DOGA can easily export to 3d studio max, I say go for it!! Go nuts! (It's why I'm allowing access to the DOGA source files). Bleh... you just don't have a super high graphics capable card like me, I guess... Running on a geforce FX 5200 with 128 Mb of video RAM has me spoiled!!
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- Space Krill
- Posts: 6
- Joined: Tue Feb 24, 2004 4:10 am
The trick with DOGA is knowning how to use the program without it looking like you are using the "Legos."
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Once you become familar with DOGA you can create just about any image you want. The only draw back to DOGA has is that it cannot render rounded edges very well.
Screen Shots
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Once you become familar with DOGA you can create just about any image you want. The only draw back to DOGA has is that it cannot render rounded edges very well.
Screen Shots
"All good things come to an end."