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[3DSMAX] IL-2 3D Modelling Tutorials
#22

FltLt HardBall Wrote:So in Fokker's case, this means 505 different parts, 37635 polygons and 25852 vertices. I must say that making cockpit is much easier, but I know that Gibbage doesn't agree with me Smile

Confusedhock:

HoLy CraP dUdE.. what are you all smoking paint?

WAY too many polys..

try lower triangles = faster gameplay = no cpu & Gcard heart attacks

so basicly per plane @ average triangle count x how many planes plus textures and other
static objects & planes on the map = CPU goes Beeeeeeeeeeeeep + smoke

some models I have made average triangles @ 400 - 1000 with *ocasional* 2000 tops!

[Image: flakpanzer_iv_v1.jpg]
[Image: pz-3g_v1.jpg]
[Image: jagdpanther.jpg]
[Image: king_tiger_v2.jpg]
[Image: m4a2_138.jpg]
[Image: m4a3_v3.jpg]
[Image: chaffee_v1.jpg]
[Image: t26_v1.jpg]
[Image: bt7_v1.jpg]
[Image: m8_scott_v1.jpg]
[Image: m10_v1.jpg]
[Image: t34_v1.jpg]

use milkshape.. *NOT* 3dsmax or lightwave..
member..smaller triangles & better texturing is always better!!
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