Been very busy with this fellow for the last few weeks, hence not updating my game much. It was made for the low-poly contest over at 3D-Total forums, results aren’t in yet so we’ll have to wait and see how it does. Anyway, i thought you folks may be interested to see it, I think it’s my best work ever, and learned a hell of a lot while doing it. 18.5k triangles, diffuse, normal, reflection and glow maps (2x2048), all running in the BGE at around 30-40fps (with realtime shadows and four lights as well) - hasn’t our little BGE gone far!
This work was created over about four or five weeks (can’t remember exactly), although I worked most of the way through the night last night to get it finished (deadline for the competition is tomorrow - i.e. saturday). It was a bit of a rush, but looking back I don’t think that there were any things I could have done better.
The tank looks awesome. Now you have to put it in a racing game where you drive over old ladies or something…btw it looks like you could decrease the poly count. Especially on the side where there are lots of unecessary polys. Also the inside of the wheels are so dark that you could decrease the poly count there as well without the player notecing. Looks awesome! :D;)
it looks like you could decrease the poly count. Especially on the side where there are lots of unecessary polys. Also the inside of the wheels are so dark that you could decrease the poly count there as well without the player notecing. Looks awesome!
At this point, decreasing polys is not an issue. 18000 is a pretty good number (if this were going in his portfolio). 14000 is what we should all aim for. I’ve seen some games that have polycounts up to 20000.
Alex, if there was anything you could do, it would be to layer up the normal map and create a nice spec map for it. It’s very good and is honestly the best you’ve come up with thus far. It doesn’t necessarilly compete with Endi’s Gauss Tank, but I think with some practice, you could get up there pretty quickly.