Well I made the LOD models today and am currently in the process of compiling them, from prelim tests however they seem to be working great. Textured grabs are just 100 self illum diffuse maps in Max. Also seem to be coming down with something, felt crappy all day long :(
Nice model and effects there, looks cool :) As others say this could be optimised alot, personally I think 50% the current complexity should be okay. On another note, the diffuse for the metal parts illustrated in yellow looks too much like modelling clay you would find in a sculpting application. It needs some variation…
On spec for the engineer, or on spec for some of the heavier weapons in the game. They factor in the engineers buildibles into the view model for the engineer. If they're on spec to include buildibles and not just comparing this single weapon to some of the heaviest in the game then they should be good. Knowing now that…
Both of you are quite correct. In fact we did use many extra edgeloops to help avoid seams in the normal maps, and a great deal of the UVW mapping is done with as few seams as possible. This DOES create some stretching but this is irrelevant to the normal maps, and since this is TF2, the diffuse maps can be so simple it's…