Posted 10 July 2003 - 06:59 AM
Posted 10 July 2003 - 08:34 AM
Posted 10 July 2003 - 09:11 AM
One thing I'm curious about is how the engine will handle each model's grouping names and material names. For example, if every model has "material 1", "material 2", etc. will that make any difference? This was brought up a while back and might still be irrelevent. But perhaps each group name in the model should include a prefix scheme like we discussed a while back just in case?
Posted 10 July 2003 - 12:44 PM
I'll be doing the texturing in Maya and then sorting names on the conversion next time. Maya handles its materials in a different way than the Max multisubobject malarky. I'll see how it works on the conversion.
Posted 12 July 2003 - 07:20 PM
major diferances are the generators replacing the ordinance delivery system and the new cannon thanks to Mikker. (made a few changes.)
From here out the only differance will be the turret in the middle and for stuff like plasma and laser I'll try to rearance it to make it a little more obviously different.
Posted 12 July 2003 - 08:26 PM
Posted 13 July 2003 - 01:24 PM
Posted 14 July 2003 - 11:42 AM
Posted 14 July 2003 - 01:32 PM
Posted 14 July 2003 - 02:29 PM
Posted 15 July 2003 - 06:15 AM
Posted 15 October 2003 - 06:28 PM
I believe Drewid is doing the textures, but whoever is doing them. This is a texture that could be used for the construction table. The reason I post it is because machined table tops that are truely flat ( Grade A for anyone who is interested ) leave a specific machine mark on them that looks very simular to this, the ones I have seen are a little darker but that is probably just the metal used. The reason it is important is to test to see if a metal piece is bowed if flat and since the pattern is so specific it would be good to have it in there. Obviously the texture would need to be modiyed to be tilable etc. but here it is in it's raw state:
( sorry about size, any way of modifying the size in the IMG tag? )
Posted 16 October 2003 - 08:01 AM
Posted 03 March 2004 - 12:44 PM
I just hope you like them.
Posted 03 March 2004 - 12:58 PM
Posted 03 March 2004 - 04:02 PM
As for the polycount
microscope 233 polygons
robotic arm 185 polygons
testing tubes 358 polygons
This is the best i can.The microscope and the testing tubes have many cylindrical parts and thats why they use more polys.
Anyway if you like them i will make attachments of the .zip files
Vaaish:Ok no problem.From now on i will make attachments of the pics i post.
Posted 03 March 2004 - 09:25 PM
Edited by Cpt. Boxershorts, 03 March 2004 - 10:57 PM.
- A Miracle of Science
Posted 04 March 2004 - 08:02 AM
Things to do hmmmmm....
The rails that the crane is hanging from could be a lot thicker I think. They don't look strong enought to take much load to my eye. theres no reason why they couldn't be square, which would also cut down polys,
The amount of detail is very high, might be too high for the battlescape, but don't chuck these meshes out altogether, they might easily be usable in the X-Net (for research results maybe) or in cut scenes.
Posted 06 March 2004 - 09:45 AM
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