About 3D Modding

Custom mods, stories, and artwork based on the Evochron / Arvoch universe.
Lex0R
Ensign
Ensign
Posts: 25
Joined: Fri Sep 16, 2011 4:13 pm

About 3D Modding

Post by Lex0R »

Hi, can anyone answer me, what is the requirements of polygon count, transparency and other features of ship 3D models?

Thanks.
Accountant
Lieutenant
Lieutenant
Posts: 434
Joined: Wed Dec 24, 2008 2:13 am
Location: Milwaukee, WI

About 3D Modding

Post by Accountant »

I think it really depends on the amount of memory available to your system. I, personally, try to keep polycount and texture sizes low to keep impact on my system low. My cockpits range from 800 to 1000 polygons and my ships range from 600 to 1600 polygons.

I think it is safe to safe that you can go a little crazier with the cockpits, because there is only 1 of that model being rendered at any time. The ships might need to be a little lighter because there could be multiple models rendered at any time.

-Accountant
Enforcing GAAP in the outer systems since 2407.

Callsigns: [CPA]Accountant and Dark Helmet
Mods: EL Observation Cockpit | Dragonfly | Swallow | ER/EL Hud Mod | Sphere and Sphere Cockpit
Lex0R
Ensign
Ensign
Posts: 25
Joined: Fri Sep 16, 2011 4:13 pm

About 3D Modding

Post by Lex0R »

From post: 119829, Topic: tid=8150, author=Accountant wrote:I think it really depends on the amount of memory available to your system. I, personally, try to keep polycount and texture sizes low to keep impact on my system low. My cockpits range from 800 to 1000 polygons and my ships range from 600 to 1600 polygons.

I think it is safe to safe that you can go a little crazier with the cockpits, because there is only 1 of that model being rendered at any time. The ships might need to be a little lighter because there could be multiple models rendered at any time.

-Accountant
Thx for response