Quote:
Originally Posted by DivingDuck
Hey FM,
- how many polys does the complete compartment have?
- how many different textures do you use, if they are already in place?
- do you think you can use the actual (stock, GWX, whatever) typeVII texture maps, so as to not introduce new maps and not to increase the size of the *.dat further
- how many shadowmaps have you created for the compartment?
Regards,
DD
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1, around 360`000 when triangulated (i seem to remember when i exported the viic control room model from sh3 it was upwards of 500k so by comparisson it aint too bad.) I could still cut that down a bit if i loose some of the silly details like coffee cups/oily rags and other unimportant stuff, the dent in that bucket is costing me an extra 20 polys!!!
2, right now im using half a dozen 4096*4096 maps, but when its ready for the game it should be just 2 or 3 1024*1024s.
3, Im still texturing so havent started baking shadows just yet but im thinking just a single big one for the entire room, 2048*2048, i figure its better than having 5 or 6 smaller maps.
Is it possible to import the whole room as a single mesh? I dont like the way sh3 seems to do it by breaking the room model up into lots of small parts, is that really necesarry?
Cant i just have one large obj file with the whole room that uses 2 or 3 textures and then a seperate uv2 mesh where the whole room and all its contents have just a single uv map and a lghtmap texture?
I`ll post some pics when im done texturing, not looking bad concidering im using pretty much 6 variations on generic rusty green metal!
+ Im having a little too much fun animating those engines, i know i cant use mayas keyframe animations in game but i still couldnt resist.