Quote:
Originally Posted by Deadly
... However, since the poly-count does matter, I generally have to rebuild or recreate elements of any mesh I try and use as a base...
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I Know what you mean. I'm trying to create a BSG mod for the old (1995) Flight-Sim Freespace 2. Even with the Source Code Project
bumping the poly limits, the numbers matter. Through with the HT&L setup we're using now, the number of textures is more important.
For us over at Hard Light Productions (
http://www.hard-light.net/forums/index.php), 2K-3K polys per fighter is the max (the Viper I've made is 1771) And while one chap working on a NuBSG project has his battlestar sitting at 10K+ polys, I'm not going that far...