A new ship...
A new ship...
Last night, my poor cat, tigger, was hit by a car . So I decided to make a ship with cat like details that looks like my other one, as the cutter. I would have called it the tigger class, but that is abit weird, and copyrighted, so I have settled with the Tiger class.
I am uploading it now, it is at:
http://www.geocities.com/fothatguy/vrandtiger.jpg
Like normal, you will prolly have to copy that into the address bar.
RIP Tigger Kaludis
I am uploading it now, it is at:
http://www.geocities.com/fothatguy/vrandtiger.jpg
Like normal, you will prolly have to copy that into the address bar.
RIP Tigger Kaludis
"The one perfect impossibility is perfection."
again about polycount
pd: As the battle-engine is not done/designed yet and people still insist on making spaceship on this early stage, we've kept quideline of under 5000 polys. The engine quite probaply will scale the detail models down, so it's better to do them too high detail than too low, because adding details afterwards would be too difficult. Take a peek on general quidelines thread
That guy: Good progress, can't wait to see the final version.
That guy: Good progress, can't wait to see the final version.
Difference between a man and a gentleman is that a man does what he wants, a gentleman does what he should. - Albert Camus
5000 polys for 1 ship?
so if both sides come with 20 ships we would have about 100000 polys. no engine can handle this on a home pc.
ut2k3 models have a poly count of about 2000(2000 faces). and fo doesn't need such detailed models.
i think you need some extrem low poly stuff for fo, cuz you will have many ships. and they will be quite small. so i would say we shouldn't use more then 150(!) polys. this should be the absolute maximum for the large ships.
i'll create some ship models, when i finish my current personal projects. and you will see that 150 polys are more then enough ;)
so if both sides come with 20 ships we would have about 100000 polys. no engine can handle this on a home pc.
ut2k3 models have a poly count of about 2000(2000 faces). and fo doesn't need such detailed models.
i think you need some extrem low poly stuff for fo, cuz you will have many ships. and they will be quite small. so i would say we shouldn't use more then 150(!) polys. this should be the absolute maximum for the large ships.
i'll create some ship models, when i finish my current personal projects. and you will see that 150 polys are more then enough ;)
pd, they have a graphics engine that too my understanding, it re tessellates models and textures to lower polygons/resolutions the farther you go away, like level of detail thing.
And while I can't really work with 150, 1000 is good enough for all but the largest for me.
And while I can't really work with 150, 1000 is good enough for all but the largest for me.
"The one perfect impossibility is perfection."
And if the engine is good at scaling models down, it might well show ships nearby (specially with close zoom) with much higher polycount than those far away. Please people, do planetary graphics and tech graphics. I know the ships are juicy to design, but as we _can't_ know the capabilities of the engine yet, work done at this stage can go wasted. And tech graphics can be quite wonderful to work with as well, design graphs for hich-tech factories, guns, cyborgs/soldiers, tanks, planetary shield generators, medicine, advaned farming systems, bombs, hulls, viruses etc.. use your imagination and no need to worry so much about high polycount and these are needed well before any shipdesigns.
Difference between a man and a gentleman is that a man does what he wants, a gentleman does what he should. - Albert Camus