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[Vehicle] British Army Phoenix UAV [wip]
Posted: 2007-08-19 00:11
by Dylan
Posted: 2007-08-19 00:22
by IronTaxi
cool dylan...looks pretty smooth though...a little too smooth?
Posted: 2007-08-19 11:36
by Rhino
ye 281,000 pollies is also a little too mcuh

Posted: 2007-08-19 11:39
by Outlawz7
Lagfest ftw
Posted: 2007-08-19 21:05
by Dylan
[R-DEV]Rhino wrote:ye 281,000 pollies is also a little too mcuh
Is it? I only did it for fun. The main reason is because meshsmooth is at 3 iterations. If I were to do a low poly one, do games allow meshsmoothed objects? I was a bit curious about it. Even a link to the subject would be nice.
Posted: 2007-08-19 22:01
by El_Vikingo
How will the UAV be used in PR? Or is it a surprise!?

Posted: 2007-08-19 23:53
by Rhino
El_Vikingo wrote:How will the UAV be used in PR? Or is it a surprise!?
no plans as yet but hes making this for fun, he aint a dev
as for smoothing im 90% sure that it can go ingame or what would be the point of it in 3DsMax?
there are charts for showing that target polie counts.
Posted: 2007-08-20 08:20
by Vaiski
300k polies is fine if its only used for normal map projecting

For example Gears of war character details were projected from few million poly objects

Lowpoly version that gets exported into a game engine must be much lower res.
low poly:
http://www.unrealtechnology.com/screens ... ation2.jpg
high poly :
http://www.unrealtechnology.com/screens ... ation1.jpg
result with textures in UE3 engine:
http://www.unrealtechnology.com/screens ... ation3.jpg
You could probably get a meshsmoothed 300k tris object in game but it will lag like no other.
Posted: 2007-08-20 12:04
by requiem
You won't want to use the mesh as a high poly one either, it won't read those strong angles. Just remove meshsmooth and show us what you got

Posted: 2007-08-20 12:14
by e-Gor
[R-DEV]Rhino wrote:as for smoothing im 90% sure that it can go ingame or what would be the point of it in 3DsMax?
game design isn't the only purpose of 3ds max.
