Thanks Artem! My original goal was to keep the polycount around 5k, but yeah it does need the the extra polygons. As for the muzzle, this one does lack muzzles and the RAS for the bottom part was just textured and the sides also were totally left out XD I'll keep those in mind
correct me if I'm wrong but don't you have to download content for flash games anyway - that's why there's a loading bar before the game starts. You just have to design your game to have a smaller file size - less polygons, smaller & fewer textures, stuff like that.
I often assign Mat IDs to different areas, so I can render out a map with all the polygons in their own unique color. For example, marking all metal with ID 1, all plastic ID 2 etc, makes it easier when you have that as guide.
Only the 1995ish early low textured polygon games don't age well (especially with affine texturing it looks really bad on the PSX side, combined with low framerates of the 4 major 5th gen consoles). Anything before in 2D or PS2+ era seem to age a lot better.
MMm how many polygons are in this? idk if it really looks very "realtime" at least not anything that would work in a modern console or pc title. Although the specs are getting really high lately. I'd guess if the face was a little more optimized and something was done about the hair it'd work.
I am absolutely with Treece. Dynamesh is size related. If your object is small, the resolution will be small, even with 2096. So you have to make it bigger. Dynamesh master does all this for you and you can assign the wanted amount of resulting polygons instead of guestimations & try outs.
well the most basic method which works good in most cases is to model it as simple polygons. Then apply a shell modifier (3ds max) or sth similar to give it thickness and then apply some subdivision (e.g. turbosmooth in max) to make it smooth and round the edges. The are more ways to do it of course ...
could be: +vertex colors +flipped normals +split edges/verts/polys that share the same space +material IDs +smoothing groups +zero face polygons Try dropping an "STL check" modifier. Its sort of an old school way of hunting down broken stuff on your model.
No. It seems when I created the xgen description, the polygon was inside out. After I reversed the normal direction, but the xgen remains. So I removed the descripton and generated again. Now it works like a charm. Thank you very much for your help, and happy new year!
You could bring this into Max or Maya (albeit with possible viewport slowdowns) and you should be able to select by angle while doing UVs - which will allow you to grab vast swaths of the polygons without too much effort. This assuming that I'm understanding you correctly here. :smile: