3D Model Showroom
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How much RAM it uses? At the server?
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StarTrader wrote:
Does it slow down your game?
Probably. But on Jeider’s computer it still shows 50+ fps, so I think it’ll be good enough for some of our lower middle class machines.
The shape isn’t too fancy, but this sort of goes to show that the idea of spamming vanilla models into enormous constructs that have more in common with pixel art than with large Discovery-esque bases has its potential… -
With some appropriate LOD’ing, there’s no reason this thing would cause performance problems, especially not on the server (barring a particularly nasty SUR).
FL could run on a freaking toaster these days, if you’re having issues running it, it might be time to get a new computer…
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How many polygons?
Does it slow down your game?Sorry, i don’t know how calculate polygons in that model, because they are placed as objects in system and object loadout.
Maybe slow in window mode. I set anti-aliasing and texture filtering on maximum in Nvidia settings and everything worked without delay.
How much RAM it uses? At the server?
My mod running only in single player
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Hi all. I have no net connection at home since September so I have no idea what is going on around here, but anyways here’s to of my later ships textured and finished. I used the Greg modified civilian textures on both ships.
http://imageshack.com/a/img577/7913/337c.png
http://imageshack.com/a/img191/3853/khv8.png
http://imageshack.com/a/img202/6895/kz4e.png
http://imageshack.com/a/img19/8790/9ujp.png -
That is SICK, to say the least !
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Great one Sizer! Keep up the good work!
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Hi! I tried to make the Bretonian Destroyer looking smoother, what do you think?
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Not bad
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Other than those unnecessary cuts on the blue pieces, it looks pretty clean. My advice would be to bulk up the outer edges of the solar panels. Having an acute angle on a border edge always looks unnatural.
It’s also a very large object - you can afford to spend a whole lot more budget on establishing the silhouette. You can make the core round pieces a lot smoother with more splits.
I’d also have to take a closer look a the round bits at the end of the pylons. It MAY just be that the resolution is making them look higher res than they are, but the non-wireframe image suggests otherwise. Try to keep your polygon density uniform.
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Thanks for the advice, I’ll get right to it
I try to keep the polys uniform usually, and the unnecessary slices are little fails I had during the modeling progress. I’m far from being a pro