(10-30-2016, 11:44 AM)James.HELLFIRE.Rascal Wrote: I finally succeeded in reducing the poly count to under 7k on the first model, meaning the fighter
Had to remove some details but the overall design stays the same.
I dunno if you happen to talk to anyone about how to do this, or what, but you kinda went the wrong way with reducing poly count. You still have a ton of overlaping faces and probably some double faces on the sides as well, which increase poly count without actually giving anything to the mesh itself. So removing small detailes wasn't really a good idea, rather trying to turn all these overlaping faces into one, saving UV space and greatly reducing polycount. My guess would be, if you could fix those, the polycount wouldn't be more that 4k max , maybe even less.
What Oldum said is correct. You've got a lot of overlapping faces which are causing buffer issues (the flickering you see when you rotate the model around in p3d, which WILL show up in FL) and adding to the poly count. The mesh needs some serious cleaning and overall you should be able to maintain that current level of detail without exceeding 2000 polies or so.
I think your work is promising and I like what you've done so far, so if you want my help on cleaning the mesh up I could show you a few tricks on Skype.
(10-30-2016, 01:13 PM)Durandal Wrote: I think your work is promising and I like what you've done so far, so if you want my help on cleaning the mesh up I could show you a few tricks on Skype.
I second that, although I have little time to work on my own models, but we can manage something I have 2 I need to clean up anyways