MattyWS : O damn forgot to post the reference, sorry for that , I will post it after work.
Soldier63 : Sure I will have some pics of the wire and the numbers. Is very easy i just used the text in shape tools turned in splines cleaned unnecessary vertex then turned to poly.
DWalker : I completly forgot about using alphas dammit thanks fro the advice , mmm Im not so sure about making the clock face just a normal due to the space between the pendulum mmmmmmm , I gonna try both ways and see if it works.
Would this be a clock where a character in a game can walk up to it and zoom in?
You can save yourself a lot of effort (and triangles) by only modeling the shapes that you will always see in a game. Of course, don't go crazy and make it look like a clock that came out of a PS1 game but ask yourself "is this really crucial to the silhouette I'm aiming for?"
I also think you have way too many edge loops for the frame outside of the clock face. Again, based on where the camera is, from a distance it would look identical with less geometry.
Careful with alphas. An alpha is roughly half the file size of the texture map, which can sometimes be heavy. So take a look at which is more data; more polygons or an alpha. Most game engines like polys more than additional textures anyway.
Careful with alphas. An alpha is roughly half the file size of the texture map, which can sometimes be heavy. So take a look at which is more data; more polygons or an alpha. Most game engines like polys more than additional textures anyway.
In cases like this one, it may be better to have two textures, a small alpha'd texture for things that are small and detailed like the clock hands and other similar parts and a larger, non-alpha'd texture for the rest of it.
Of course it also depends on the game engine and how textures are compressed for the build and also what platform you're on. mobile devices usually hate the use of alphas (it's getting better, especially with iOS8 and it's graphics update) but for a PC game it's probably fine.
It also does depend on how close up you're going to see this thing too.
Replies
[IMG][/img]
Soldier63 : Sure I will have some pics of the wire and the numbers. Is very easy i just used the text in shape tools turned in splines cleaned unnecessary vertex then turned to poly.
Thanks for the comments
[IMG][/img]
Soldier63 : Here is the low poly numbers , really I just used the text of the shape menu turned into splines cleaned up and then turned into polys.
[IMG][/img]
[IMG][/img]
Also I been working on the low poly
[IMG][/img]
LaserLeviathan : I agree , I will have that optimized
LaserLeviathan : you are welcomed
Really dont like the idea of micro updates so next time I will post significant progress.
[IMG][/img]
[IMG][/img]
The clock face is really unnecessary - the normal map will show the rings without the cost.
Thanks for the feedback.
You can save yourself a lot of effort (and triangles) by only modeling the shapes that you will always see in a game. Of course, don't go crazy and make it look like a clock that came out of a PS1 game but ask yourself "is this really crucial to the silhouette I'm aiming for?"
I also think you have way too many edge loops for the frame outside of the clock face. Again, based on where the camera is, from a distance it would look identical with less geometry.
Of course it also depends on the game engine and how textures are compressed for the build and also what platform you're on. mobile devices usually hate the use of alphas (it's getting better, especially with iOS8 and it's graphics update) but for a PC game it's probably fine.
It also does depend on how close up you're going to see this thing too.