Hello H-Hour, im not sure i will texture it, but it wouldnt be so difficult since it is composed of mostly straigth lines, turret with cannon is already in a separate layer, model has a mirror effect, so you only need to separate the right front gatling before applying it, which is pretty easy to do since it barely touches the drivers cabin.
With all weapons removed it is 3123 vertexs, 1288 faces and 2460 tris, BUT this can be dramatically lowered if all the round shapes (exhaust tubes and suspension) are reworked (currently they use 16 vertex multiplied by 3 to make them have that shape), removing them makes the basic vehicule 1678 vertexs, 614 faces and 1168 tris. Making them octos will not make the count skyrocket anymore.
What are you guys aiming for in poly count? I contributed to the project a long time ago, migth as well do it again.
Is that model here on OGA? ill have a look at it, also i guess shaping a chain with 2 intersected mesh (X like) would look better from several positions
I saw the video and i like it; things that could be improved: weapons sounds, better sprites for enemies and some weapons (the missile was some kind of red ball?), i dont know anything about the core mechanics of the rpg part, but a campaign with different planets and especific missions in each of them would nice, upgradable weapons and different players ships will be almost a must.
Hello H-Hour, im not sure i will texture it, but it wouldnt be so difficult since it is composed of mostly straigth lines, turret with cannon is already in a separate layer, model has a mirror effect, so you only need to separate the right front gatling before applying it, which is pretty easy to do since it barely touches the drivers cabin.
With all weapons removed it is 3123 vertexs, 1288 faces and 2460 tris, BUT this can be dramatically lowered if all the round shapes (exhaust tubes and suspension) are reworked (currently they use 16 vertex multiplied by 3 to make them have that shape), removing them makes the basic vehicule 1678 vertexs, 614 faces and 1168 tris. Making them octos will not make the count skyrocket anymore.
What are you guys aiming for in poly count? I contributed to the project a long time ago, migth as well do it again.
I made a reworked version of it:
http://opengameart.org/content/sci-fi-light-tank
I quite like the overall model, but the tracks are too simple weird, something like this would be cooler:
http://www.crymod.com/uploads/mediapool/080622m/image2.jpg
Big, somewhat separated slugs would surely spice it up
Great art, also, someone likes "Aida"
Sadly al links seem broken, can you upload it properly?
Is that model here on OGA? ill have a look at it, also i guess shaping a chain with 2 intersected mesh (X like) would look better from several positions
How do you use it to texture a model? Like the chains from a morningstar
they are great but... the two last ones dont have holes for the eyes in the chainmail?
Excuse me but, what changes did you do to the original?
---EDIT---
Oh, i just saw you unwrapped it, sorry.
I saw the video and i like it; things that could be improved: weapons sounds, better sprites for enemies and some weapons (the missile was some kind of red ball?), i dont know anything about the core mechanics of the rpg part, but a campaign with different planets and especific missions in each of them would nice, upgradable weapons and different players ships will be almost a must.
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