Author Topic: The new and improved 3D model topic!  (Read 4676790 times)

Just messing around with 2 point lighting:


Barnabas, my man. Say something to this guy.
I only get worried when I get past 5000 tris. :/

Also, it's hammer time!


Barnabas, my man. Say something to this guy.
Also, it's hammer time!



Make it break bricks, I want a caveman hammer!

Barnabas, my man. Say something to this guy.

I personally think that around 2k tris should be enough for an average car. That may vary, of course. If I ever finish the truck I'm working it should be around 10k tris, but you should be seeing around 2k, as the other nodes would be hidden depending on the variant.


I personally think that around 2k tris should be enough for an average car. That may vary, of course. If I ever finish the truck I'm working it should be around 10k tris, but you should be seeing around 2k, as the other nodes would be hidden depending on the variant.
He's talking about guns. Weapons that will be used in the dozens on one server.

I remember Ephi saying something about weapons in this very thread. It went along the lines of "if your weapon has more polys than the Bedroom, then you are doing something wrong".

I remember Ephi saying something about weapons in this very thread. It went along the lines of "if your weapon has more polys than the Bedroom, then you are doing something wrong".

How many polys does the bedroom have?

Now that is a good question.

I'll use 3Dvia and see if I cant get a count for us. :P

I got the animation problem solved!
Woot.

How many polys does the bedroom have?
I want to guess 10k


well apparently 3DVia PrintScreen doesnt work with Blockland as of the v19 update. :/

I'll try an older version. Give me a minute.


So far I only got a partial render; the engine isnt rendering any obscured/out-of-view faces (Thanks again for the v15 draw distance bullstuff, badspot) so I cant get a full count of the bedroom.  And I cant render it in sections and peice it together either; there is no export option for the format I have to use. The only way would be to import the map itself into blender. :/
« Last Edit: June 14, 2011, 07:11:29 PM by takato14 »