Thanks for the feedback. Well after looking closer at that guy i dont think he will be an RTS unit, i'll make him into a FPS char or something later. This is my RTS character. Its 400 polys and uses a 128 texture. Texture will be up later tonight.
I'm downloading too. did anyone see the requirements... Video card must have 128 MB or more memory and one of the following chipsets: # NVIDIA GeForce FX 5700 or greater # ATI Radeon 8500 or greater i got a 4600; hopefully it'll holdup.
Here is how I set it up , Camera height 4 m ,safe frame , 128 x128 tile res , 256 x 256 dimension of the mesh , ortographic projection .... Tough when I animate those holes come out , how cna I avoid this?
I think low poly usually hovers in relms of 128 to 512 triangles, with 1024 triangles being for nice player models or bosses. Anything over that can have a normal map slapped on it and look like the million dollar man sh-wammmmaaaa ma ma ma
It looks nice, but I don't see a reason for using a normal man... I mean, i can't even see it. I don't think i've ever seen 512 x 128 before :P The texturing is nice though, maybe add some blood on the end.
For me the rendering is not slower at all. :) And i dont know, its pretty fast to begin with, I almost never render anything that takes longer than five minutes though : D Sometimes 10-20 if i go with 128 AA or so when rendering DOF.
Hi, Can somebody point me to a doc/wiki/forum where the dynamesh's resolution is explained? I'm having hard time understanding why resolution of f.e. 128 can give totally different mesh densities on two different objects of similar size. Does the fact of heavy down scaling the object before dynameshing it matter? AQ
Hey, nice job explaining that, EQ. Though I think that it's probably best to put the texture that will scroll on it's own separate sheet (like a 512 x 128 or something). You're gonna need two drawcalls at least anyway, as you don't want to scroll the UVs of the rest of the object.
use levels to 'crunch' the images. See the grey bar down the bottom? If you change the output levels you can limit the number of grey's each image is using to greater or less than 128. Then you can just multiply them together to create your final alpha.
nope. another Clue: cable car 1: Now, General Carnaby, perhaps you'll be good enough to give us your real name, rank and serial number. [shoots the chair] 2: Cartwright Jones, Corporal, U.S. Army RA 123-025-3964. 1: Thank You.