Slime
Posted: 20 Jul 2014, 11:48
M3dm would you be interested in doing a snack sized animation? this little guy needs little to be ready
http://opengameart.org/content/slime-mold
http://opengameart.org/content/slime-mold
charlie {l Wrote}:Ugh; that's a pretty rubbish looking model. You'd almost be better off starting from scratch.
charlie {l Wrote}:I remain unconvinced that it's a worthwhile base model. It just looks like the product of a "my first Blender" tutorial. Compared to the rock golem or the beetle golem, it is very amateurish.
paul424 {l Wrote}:IF you would be an expert you would see the countless details there are in here , which makes it look like real slime mold. Seems you never saw the real thing .... I would send you a pitctures of a real one from my fridge .... where was my camera .... ?
paul424 {l Wrote}:Try the high - poly version in game, 20K verticies is not an overkill as long as you don't have too many materials ..... Modern OpenGL scene can reach up to 10^6 vertexes.
paul424 {l Wrote}: true is OD is lacking everything , and that's the LOD;'s levels , most of the models have only one detail level so far , so it's hard to demand from you that you create them ..... or can you create ... can you write for us how much time does it takes to create low-poly version of a model >?
The option switches
-l lodlevels = number of LOD levels
-v lodvalue = value increment to reduce LOD
-s lodstrategy = LOD strategy to use for this mesh
-p lodpercent = Percentage triangle reduction amount per LOD
-f lodnumtris = Fixed vertex reduction per LOD
Danimal {l Wrote}:Regarding the LOD, i guess its worth experimenting; but i have my doubts, we are already using quite low poli models (even the updated ones barely reach 4k) opposed to the 20k+ normally seen in industry. I guess its all a matter of testing in lower end machines to see if even our low poli models makes it lag; To the code guys, is there any support for LOD alredy in OD?