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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
I think the sweet spot is really somewhere in between. Some smoothing groups in the model with some non-smoothed angles. But until then, I'll add a poll for the two choices we currently have.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Thu Nov 17, 2011 2:28 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
To add to that, large flat polys that are not in a smoothing group tend to look not as good with the lighting in the game as large polys in smoothing groups, because of the way gouroud lighting can be used with them. Small groups of angular polys that are not in smoothing groups can also look very good, though obviously will look faceted.
I would say for the Rhino, keep the smoothing groups around the main hull and the back parts, but separate out the top part that's raised up a bit so that it is not smoothed and that little ridge can catch the light really well. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Thu Nov 17, 2011 2:32 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
I'd prefer if the Rhino was less, for lack of a better term... Thin/flatter. The sloping sides to me look weird compared to the top which is level. So it was more hexagonal. :3
_________________ "What you mean you killed him cha cha cha?!" Support |
Thu Nov 17, 2011 4:36 pm |
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Team:
Rank: Main: Radia Level: 1100 Joined: Wed Oct 10, 2007 6:04 pm Posts: 6410 Location: q3dm17 |
So imo, angled is better than smooth. But I think a combination would be better.
Also, hexagon neck instead of diamond neck rhino. _________________ Jey123456 wrote: That will happen in a future closer than most futures. No Context. Idaten. bageese wrote: We've been against saying any solid dates until we know for sure when something is coming in. |
Thu Nov 17, 2011 5:12 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
I'm working on a rebuild of the current rhino model, there are a lot of mesh issues. Should cut the poly count down quite a bit as well.
_________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Thu Nov 17, 2011 5:31 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
Don't worry too much about the Poly count. I always used to say around a 2000 poly limit for the bigger ships, but apparently we're totally CPU bound still and the GPU for most people is just sitting around waiting for the CPU. So an extra thousand poly's really wouldn't make any difference at this point, even to people on low graphics setting.
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Thu Nov 17, 2011 5:37 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
JeffL wrote: Don't worry too much about the Poly count. I always used to say around a 2000 poly limit for the bigger ships, but apparently we're totally CPU bound still and the GPU for most people is just sitting around waiting for the CPU. So an extra thousand poly's really wouldn't make any difference at this point, even to people on low graphics setting. That's great, can add a lot of extra detail then without worrying about resources too much. Good to know :p _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Thu Nov 17, 2011 5:42 pm |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
The main thing to worry about optimizing is the texture sizes. That's what causes the game to take a while when you load it up. I've been getting some of the glow maps that I've made down to just a few K =)
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Thu Nov 17, 2011 5:43 pm |
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Main: Sceadu
Level: 1913 Joined: Fri Jun 06, 2008 11:38 pm Posts: 1381 |
Any chance the glowmaps could be sharpened, jeff? At the moment they're so blurry they hardly add anything to the game.
_________________ http://www.fanfiction.net/u/1408128/Demiser_of_D landswimmer wrote: ALL HAIL CYG THE MESSIAH! |
Thu Nov 17, 2011 5:44 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
I noticed the texture issue and made a post about it here:
viewtopic.php?f=97&t=48491 _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Thu Nov 17, 2011 5:49 pm |
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