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Old June 24th, 2010, 07:47 AM   #85
Punisher454
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Join Date: Mar 2009
Location: Salem Oregon
Posts: 528

Default Re: Yet Another TOS Battlestar WIP

Being super high on the polycount wont be a deal breaker for me when the time comes.
It would certianly take some time, but it would be totally possible to do some poly reduction here and there.
Perhaps divide up the ship into layers,based on detail size, and within the layers group the components according to their geographic locations on the ship. That way you can hide/unhide layers and objects groups that are unseen in any particular camera shot.
Taking that a step further you could duplicate some layers and do polygon reduction either procedurally or by hand for distant shots where you have massive numbers of polys that are completely sub-pixel. Basically an LOD system.
There are several modelers here that have the capability to do this, while maintaining the integrity and majesty of this incredible model.
Plus as Taranis was saying, two years from now (assuming we have not had a major apocalypse) PC's will have a lot more rendering power. Consider also that there are also some high speed rendering engines out there too.
Anyhow i'm not worried about the multimillion polycount at all, it can be dealt with.
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