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Postby +++holD_Still+++ » Wed Nov 19, 2008 3:44 pm

ai wrote:Well,. for weapons not that much is needed. I'd recommend at top 1500 tris, so no more than that.


And for characters...?
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Postby Alien » Wed Nov 19, 2008 3:52 pm

Iirc, 3000-4000 pollies.
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Postby ai » Wed Nov 19, 2008 4:14 pm

Alien wrote:Iirc, 3000-4000 pollies.

Well, that's the current ones. I'd say do not exceed 3000 tris. But it would really help if you could bring it down way below 3000, say 2000-2500 tris.
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Postby +++holD_Still+++ » Wed Nov 19, 2008 4:48 pm

ai wrote:Well, that's the current ones. I'd say do not exceed 3000 tris. But it would really help if you could bring it down way below 3000, say 2000-2500 tris.


Hummm... the crisis is everywhere :lol:

Im on it 8)
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Postby Alien » Wed Nov 19, 2008 4:49 pm

Will they still look good?
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Postby +++holD_Still+++ » Wed Nov 19, 2008 4:54 pm

Alien wrote:Will they still look good?


Pertinent.

I got to use the imagination to compensate... lots of it.
Its a challenge and i accept.
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Postby ai » Wed Nov 19, 2008 4:58 pm

Plus textures and shaders is really the things that make it look good.
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Postby Alien » Wed Nov 19, 2008 6:14 pm

Hmm, just checked that ori q3 models had 800-900 vertexes, so yeah if our models have 3000... :shock:
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Postby +++holD_Still+++ » Wed Nov 19, 2008 7:40 pm

ai wrote:Plus textures and shaders is really the things that make it look good.


Absolutely... and about that, you can use up until 10 layers of textures with deferents functions on one object in Blender3D. I believe two of them, at least, should be used (color and bump map). Is that possible/recommended?
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Postby ai » Thu Nov 20, 2008 4:35 pm

The bump maps are separate from the actual model. They're basically just a gray image that has '_bump.tga' for instance which is used. I don't know if it's at all possible to have the bumps inside the 3D app and then save it in a shader or alike. At least I haven't had much luck with that.
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