Taking a stab at Atolm/Azel's Reman dreadnaught. Unless she gets a serious haircut I doubt I can get this one in the game as she is currently running at 5000 polys. She's a beasties for sure.
5671772
Re: Reman dreadnaught
pepperman
November 19th, 2012 03:36 PM
Working on the weapons pod ....
5671846
Re: Reman dreadnaught
Freyr
November 20th, 2012 11:22 AM
Looking pretty, how many polys did you manage to trim off of that?
5671959
Re: Reman dreadnaught
starfox1701
November 21st, 2012 11:05 AM
5000 is good if you use LODs Pepper but if you can get it under 3k you wont need them if you LOD the textures and minimize the number of mesh groups.
5672200
Re: Reman dreadnaught
pepperman
November 24th, 2012 12:38 PM
Quote:
Originally Posted by Freyr
Looking pretty, how many polys did you manage to trim off of that?
Still working on mapping and texturing at the momment. I figure once I get her done I can get out the scissors and give her a little hair cut. I practiced setting up LODs on the Reman Saif and will most certainly use that procedure on this beastie as well.
5673577
Re: Reman dreadnaught
pepperman
December 6th, 2012 01:23 PM
A little update .... Not satisified with the windows but not exactly sure what to do about them at the moment either.
5674637
Re: Reman dreadnaught
pepperman
December 16th, 2012 04:25 PM
Going to call this one done and package her up for release. Poly count = 5552 with 5 texture maps. Plenty of optimization could be done to tighten up the textures and the like but I have run out of time and real life has a nasty habit of getting in the way. Not sure if I will hard point this one or not as I may leave that to others.
Regardless, I'll release the model files as well as the textures and grant permissions in the read me for editing (either the model or the textures). If any one puts her in game, feel free to add an image or two to this thread to show the ol gal off.
5674830
Re: Reman dreadnaught
pepperman
December 19th, 2012 07:01 PM
Filefront is being a royal pain. Those who are interested can find the mesh and textures here.
I have created a second release that maps the mesh groups to a single 2048 x 2048 texture map. This version of the release includes 3dMax and Milkshape versions of the model which have been mapped to a single 2048 x 2048 texture file. High (2048 x 2048), medium (1024 x 1024) and low (512 x 512) version of the texture file have been included. I also included a similar set that contains an alpha channel. I didn’t spend a lot of time on it and admit some improvement could be made.
Either way, I’ll leave it to you all to set it up for the respective games.
This site is part of the Defy Media Gaming network
The best serving of video game culture, since 2001. Whether you're looking for news, reviews, walkthroughs, or the biggest collection of PC gaming files on the planet, Game Front has you covered. We also make no illusions about gaming: it's supposed to be fun. Browse gaming galleries, humor lists, and honest, short-form reporting. Game on!