Models from FLARE (low poly, textured, animated)

Models from FLARE (low poly, textured, animated)

Postby charlie » 03 Oct 2011, 15:33

Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2131
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Models from FLARE (low poly, textured, animated)

Postby svenskmand » 03 Oct 2011, 16:52

They look nice the Minotaur would be good for the Mercenaries and the skeleton for the Undead, but do they not have too many polygons? That appears to be the usual problem with free art lying around :S
Jamendo.com - The best music store on the net, uses CC licenses.
User avatar
svenskmand
OD Moderator
 
Posts: 1850
Joined: 09 Dec 2009, 00:07
Location: Denmark

Re: Models from FLARE (low poly, textured, animated)

Postby StefanP.MUC » 03 Oct 2011, 16:56

Isn't it possible to reduce the polygon number?
StefanP.MUC
 

Re: Models from FLARE (low poly, textured, animated)

Postby svenskmand » 03 Oct 2011, 17:00

I think it has to be done by hand. But still I guess it would be faster to just make the low-poly model and then use these high-poly models for the normals than it is to make both the low- and high-poly models from scratch.
Jamendo.com - The best music store on the net, uses CC licenses.
User avatar
svenskmand
OD Moderator
 
Posts: 1850
Joined: 09 Dec 2009, 00:07
Location: Denmark

Re: Models from FLARE (low poly, textured, animated)

Postby charlie » 03 Oct 2011, 17:51

Something is better than nothing. An extra 1000 polygons per creature won't kill the game. It is an optimization opportunity.

There's an element of perfectionism in your philosophies svenskmand. It's not healthy for a volunteer project. Get stuff in game, get the community to produce better. If you have a game with content that runs at 25fps because there's too many polygons on screen, it's a lot better than a game that runs at 100fps and has very little content. Sometimes you have to bridge the gap.
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2131
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Models from FLARE (low poly, textured, animated)

Postby svenskmand » 03 Oct 2011, 20:19

Hmmm, why are you arguing with me when I am agreeing with you?
svenskmand {l Wrote}:I think it has to be done by hand. But still I guess it would be faster to just make the low-poly model and then use these high-poly models for the normals than it is to make both the low- and high-poly models from scratch.

As I just said it is probably faster to just make the low-poly model based on the high-poly model, than to make both from scratch.
Jamendo.com - The best music store on the net, uses CC licenses.
User avatar
svenskmand
OD Moderator
 
Posts: 1850
Joined: 09 Dec 2009, 00:07
Location: Denmark

Re: Models from FLARE (low poly, textured, animated)

Postby Danimal » 03 Oct 2011, 20:41

The problem here is WHO will do that? Noone as of now, so the model wont get ingame neither low or high poli.
User avatar
Danimal
OD Moderator
 
Posts: 1407
Joined: 23 Nov 2010, 13:50

Re: Models from FLARE (low poly, textured, animated)

Postby svenskmand » 03 Oct 2011, 21:11

Exactly, we do not have modelers. But we will not get modelers before we have something for them to do. If I had the skills to make nice models I would also not help unless I know that if I invest time in the project then my stuff will be used. And the only way a modeler can be sure of that is if we a crystal clear specification on what the modelers task is. We do not have that yet, hence nobody who have the skills would want to participate.
Jamendo.com - The best music store on the net, uses CC licenses.
User avatar
svenskmand
OD Moderator
 
Posts: 1850
Joined: 09 Dec 2009, 00:07
Location: Denmark

Who is online

Users browsing this forum: No registered users and 1 guest