if your walk animation is 20 frames long you have to render frame 1 to 19 for a perfect cycle and/or edit ipo-curves. blender is definately not to blame!
I made a watermelon as well two years ago, for Carmageddon 2 :B It is setup as a pedestrian and breaks into ~20 pieces. Picture shows C2 16bit and 8bit mode
Sky Rogues available on steam early access. Its nearing beta, and has come a long way since I started posting gifs of it. [ame]https://www.youtube.com/watch?v=KSlFaZ7oYIw[/ame] Also, [URL="[url]http://www.gamesradar.com/32-bit-graphics-are-new-retro/?tag=grsocial-20[/url]"]Gamesradar interviewed[/URL] me about low poly 3D…
There is a lot of awesome on this forum! Duvo inspired me to make a little pixel robot for texturing practice. 20 Polys and 36 Verts. Texture is 128x128 I am very n00b and this is my first finished lowpoly model so any feedback is very much appreciated :D
Not really in the spirit of low poly there dactilardesign. Something like this in an iphone game for example really shouldn't be more than 20 tris and possibly a small portion of a 256 texture. It looks good but isn't really a low polly asset. Do it in 18 tris on a 64x128 and then you will be talking :)
I think of 1000 triangles as more of a guideline than a hard limit. A 1500 triangle character is still heavily optimized by present-day standards, and seems more appropriate to this thread than the WAYWO thread, where it would be posted among characters with 10-20 times that polygon count.
You guys are so mean to noobs. Everyone could use a lil calm down pill. :D On page 20, tons of regulars were posting 500+ TF2 models and nobody complained. :D I was told back then it was more or less below 500, but sub 1000 should be fine.
Making some turrets for a PSP Tower Defence game at school. Vert colors and a very quick noise texture. The model will be scaled in-engine, from approximately 20 pixels tall on screen, to about a 100. [ame="http://www.youtube.com/watch?v=NtZe8t8Y4mI"]m tiki ecoturret idlevid - YouTube[/ame]
No I just looked up stuff and had fun. They arent really reflections I just screenshotted the game environment and then overlayed it onto the windows in photoshop. these cars are usually quite small and we have about 20 on screen so real time reflections would have been overkill. Thanks people!