bonifarz wrote:Do you have a list of the vertex counts? Might be useful for someone to review the models.
SniperGoth wrote:Speaking of it, i managed to lower it even further. Now it has about 842 vertices.
qreeves wrote:Considering what it is, I'd say that's a pretty good job.
Dziq wrote:Snipergoth, you using Wings3D btw ? ;p
FaTony wrote:Are these models? Why do we need them as models?
SniperGoth wrote:I just did my first ever attempt at a Sci-Fi building.
I see that this type of shape looks like something you could "easily" do with geometry. But even then models can be very useful. Imagine you want to get some rotated versions, that's super tedious with geometry, and the reason for models like grates and wooden palettes.FaTony wrote:Are these models? Why do we need them as models?
SniperGoth wrote:An icicle. Not the best looking, but it Works.
FaTony wrote:Is it several in the same model? Can you make a single one?
SniperGoth wrote:A pipe. There's no variations to it (it had a long time ago, but they weren't really good), at least at the moment.
Im not really sure if there's any map that could use it at the moment, but here it is, if someone feels like using it. ~400 verts.
SniperGoth wrote:Also, i hope people don't mind me double posting here.
FaTony wrote:Can you make a parabolic antenna that can spin? This would be useful for my map and Erosion too.
SniperGoth wrote:FaTony wrote:Can you make a parabolic antenna that can spin? This would be useful for my map and Erosion too.
If you can get me some reference photos of a particular design and post it in this thread, yes, i believe it can be made.
FaTony wrote:You don't need to model the base as it'll be just cubes, I just want it to spin.
SniperGoth wrote:Something like this, or should i make it have more details (the sphere thing in the bottom is the origin of the model, so it will be easier to spin)?
It sits at around 250 verts at the moment.
bonifarz wrote:I have a simple model request: Can you create a thin square box with a texture/shader effect on it that still looks pretty if you scale it to very large sizes? For example, let's take Mikeplus64's goop jar, it has some nice color gradient patches with some weird shaders that make it look cool no matter how you scale it. I'd love to see something similar, without the alpha stuff around, and with a simple shape that matches its bounding box. Is that an easy thing for you to do? Could be pretty cool for mode-specific blockers, like a force field.
objskin grate_mesh "../../data/wicked/wickedtile22.jpg"
objbumpmap grate_mesh "../../data/wicked/wickedtile22n.jpg"
mdlenvmap 0.3 0.0