As far as I know, any game engine will count a quad as two tris, so basically, nothing changes. :) Personally I prefer to split everything in tris, so my 3D tool will tell me the exact number of polygons in the model.
[ QUOTE ] oh man. Team Fortress 2 DS PLEASE! [/ QUOTE ] SRSLY you guys should show this to valve maybe they'll get excited about it... someone already ported the goldsrc engine to the ds, so.. its kinda possible
Drayton, is that 60 cars running on your computer/browser or actually on a phone? What framerate are you getting with that many cars? Either way it's impressive, in fact I think that PhysX engine is the best thing about Unity by far, it seems fast and solid.
Originally the fox was in the 800 range, I added a lot of extra vertices to give him defined colors because we were not using any textures in our iPhone engine (otherwise we had color bleeding). I apologize if the image was not suitable for this thread.
another tip (in 3dsmax) is to set the Self Illuminating value to 100, or your viewport mode to 'other' > 'flat'. The last one is at least how I test my models for low spec engines that dont support lighting and rather depend on shading placement in the texture.
a bit more work on this, some screens in HL1 engine (i had an idea for a way to fake a glass effect without any shaders in HL1 and wanted to test it) oh and flats so far soon i'll do colour schemes - (it's a trabant but it's yet to be a himmelblauer trabant)
Sweet renderhjs! Really like the style and the game you're making! I already asked you in the game thread, but got no response. What do you use to do the animation in the engine. Interpolate keyframes or you have a bones system? Godd luck, will be watching you ;)
Oh man, I envy that free time :D maybe do a project with a focus on learning a new tool? Like a new engine or learning some new shader stuff, script something.. I dunno :) something that's obviously going to look good on your portfolio.
nice elementrix, uploaded a demo of my new engine (flash): http://www.renderhjs.net/_temp/orthix_2k8/dmo2/ screen: it uses a custom format and as far as I know a unique new way rendering the model because I can skip almost 1/2 of the triangles by calculating quads or ngons at once (texture maps supported on that as well).…
I have done it. Well at least I think. First model fully texturized. Has lots of artifacts on it thanks to my mediocre noob modelling skills. I am still really thinking of working with the colors. Figured out how to do this after I "reverse enginered" an awesome piece of art I found on here:…