Figured I should post this here, see what people think about it, etc.
A little background info, first. It's for the FSU, or FreeSpace Upgrade Project, which aims to upgrade the appearance of FreeSpace 2, which had its source code released in 2001. I made it as a replacement for an old, aging high-poly model.
Shot of the old upgraded mesh and the vanilla mesh: Image
And here's my upgrade: Image 1 Image 2 Image 3
The finished, in-game model stands at about 17.5k triangles, compared to the old upgraded model, which was about 5000 triangles, and the original, vanilla mesh, which was around 500 pplygons.
Looks okay - but, of course, too many polygons for an import.
A mixture of the old upgraded and your upgraded model would be fine (the side rocket launcher wings don't need that much detail, as well as the engine section. Texture is your friend).
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The ingame pic looks like a dinosaur ... small head, big body:D
FreeSpace is a fun game, I rather like it. It's similar to Starlancer, a mission-orientated space combat game.
Quote:Looks okay - but, of course, too many polygons for an import.
A mixture of the old upgraded and your upgraded model would be fine (the side rocket launcher wings don't need that much detail, as well as the engine section. Texture is your friend).
I'm not submitting it for Discovery or even FreeLancer, as FreeLancer doesn't work as well with high-poly models. For example, there's a 3 kilometer long capital-ship in-game with 104k triangles, and another 6 kilometer capital ship with 200k triangles, the latter actually has better performance than the old, 1999 model, which had around 1200 triangles, which is mainly due to more efficient texture usage.
The reason my bomber is so high-poly is because I wanted the model to last as long as possible before someone else has to upgrade it, it's better to make a model for two years ahead than for now.