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Old March 13th, 2010, 04:35 PM   #11
Warrior Ace
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Join Date: Mar 2009
Location: Salem Oregon
Posts: 523

Default Re: Battlestar Scale re-revisited again.

My solution to the rivet polycount issue is to model them into the super high res version of the objects that use them, and then generate normal maps for the low and medium res versions. For rendering purposes you should be able to do the same thing. You'll save hundreds of thousands or even millions of polys that wont slow you down at render time.

The scale of your landing bay model should really be easy to adjust. The doors, the 'observation' windows and elevators could just be shrunk down. The overall shape and look of that landing bay is awesome and is VERY much like I always pictured it. Thats why I am following your design very closely with mine. Unfortunately I cant use it directly. The game engine gets really picky about some things.
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