My first model
by Randy Smith · in Game Design and Creative Issues · 09/11/2006 (8:46 pm) · 12 replies
Here is my first try, a fantasy keep for my first shot at a game.
[IMG]http://img172.imageshack.us/img172/5333/thekeep1bt4.th.jpg[/IMG]
[IMG]http://img178.imageshack.us/img178/2250/thekeep2os3.th.jpg[/IMG]
Tell me what you think...
[IMG]http://img172.imageshack.us/img172/5333/thekeep1bt4.th.jpg[/IMG]
[IMG]http://img178.imageshack.us/img178/2250/thekeep2os3.th.jpg[/IMG]
Tell me what you think...
#2
09/14/2006 (6:41 am)
Can we see a wireframe please?
#3
09/14/2006 (7:06 am)
Looks great! Texture on the front wall is a little stretched - maybe tile it a bit more. What's the frame rate likes? Is this a DIF?
#4
09/14/2006 (9:11 am)
The current poly count is around 50000, I know that is way too much, so I am working on lowering the poly count. Does anyone have a suggestion on the easiest way to do this? It is currently an .OBJ file, but I can convert it to .dif.
#5
09/14/2006 (6:09 pm)
What did you use to model it?
#6
09/14/2006 (6:26 pm)
I used strata, which is all I had at first, but I now have Blender, and I am learning to use that.
#7
09/15/2006 (12:45 pm)
If your going to do building I suggest quark otherwise you will have no collisions. DTS objects are limited to 3 collision boxes.
#8
09/15/2006 (5:34 pm)
The lightwave to dts gives you almost unlimited collisions by combining all the collision shapes into one.
#9
09/15/2006 (5:59 pm)
Before torque 1.4, dts was limited to 9 collision meshes. however in 1.4 dts objects can have unlimited collision meshes.
#11
09/16/2006 (8:24 am)
I just got my hands on a copy of lightwave, I will see what I can do with that. Thanks for your help guys.
#12
09/16/2006 (10:19 am)
Last time I built a DTS object the most collision boxes the exporter would recognize was 3. Granted the engine may be able to handle more. My limit was the Blender exporter apparently. I still think Quark is the better choice with the zones and lighting capabilities.
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