Order Heavy Carrier -UPDATED #3- - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Order Heavy Carrier -UPDATED #3- (/showthread.php?tid=40368) |
Order Heavy Carrier -UPDATED #3- - Red_Bull - 05-23-2010 If it wouldn't be too much of a bother, could we see some comparison pictures with the Osiris please? Order Heavy Carrier -UPDATED #3- - Turkish - 05-23-2010 ' Wrote:Anyways... Went back and quoted this for Red Bull. Order Heavy Carrier -UPDATED #3- - Luis - 05-23-2010 Update! Texture Completed.! Order Heavy Carrier -UPDATED #3- - Red_Bull - 05-23-2010 Completely missed that, thanks Turkish. Order Heavy Carrier -UPDATED #3- - DartStriker - 05-23-2010 Wire frames or GTFO! No, but really good job there man. I would like to see some wires. Order Heavy Carrier -UPDATED #3- - Luis - 05-23-2010 Thanks!:) Also, here it is: Side View: Top View: Bottom View: Sorry if these are not what you were expecting. If there's another way to render a mesh with wireframe on - please do tell! :unsure: Order Heavy Carrier -UPDATED #3- - DartStriker - 05-23-2010 Well, the ship looks awesome, but your poly count is way off. You need to triangulate the model before you can get an accurate poly count for in game. Right now it is set up in quads. So this thing is probably closer to 9.6k poly count. I really think the gigantic windows should be trimmed down. Or put more windows in them. I would suggest two or three rows instead of one. The portion that looks like a bridge (I understand you are not using it as a bridge, but most people are going to see it as a bridge, since all the other order caps use the dome as one) is also lower then the hall pieces in front of it. Now generally for space LOS isn't required but freelancer tends to favor ships that have a bridge that is able to look in front of the ship. Order Heavy Carrier -UPDATED #3- - Luis - 05-23-2010 ' Wrote:Well, the ship looks awesome, but your poly count is way off. You need to triangulate the model before you can get an accurate poly count for in game. Did that. I ws told that I dont have to triangulate it on 3ds if I dont want to. because, if you import on Milkshape - it does it for you automatically. Also, the polycount now is 4,164 (in squares). Therefore, when triangulated, it is 8,328. I try to keep my models less than 9k - even when triangulating it. So, I suppose it shouldn't have a problem in-game at all. Order Heavy Carrier -UPDATED #3- - DartStriker - 05-23-2010 Milkshape doesn't really convert it to to Tris as much as it butchers it. But either way the poly count in game will be in tris. I would always tri something first before putting it in milkshape. YOu will save yourself a ton of errors. (It is realy hard to type with a broken finger btw) Edit: Also, tris render better, not faster. Light works with them easier. Order Heavy Carrier -UPDATED #3- - Luis - 05-23-2010 ' Wrote:Milkshape doesn't really convert it to to Tris as much as it butchers it. But either way the poly count in game will be in tris. I would always tri something first before putting it in milkshape. YOu will save yourself a ton of errors. Ouch! Anyways, I have asked that same question to "Frozen" (i didnt want to call names), but he has told me that is not a "must do" - it's optional. Now, why did I asked that question? Reason why is that I found that texturing a model with tri's - it's irritating for me Q_Q Therefore - I texture it on "square" then export it to Milkshape for it to be Tri's. But, if I stumble upon 'errors' - I might have to do as you said =.= ... stupid triangles - CURSE YOU!!! XD |