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Draco

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Everything posted by Draco

  1. It's not a finished model yet. I made it one night at work while i was on break. i'm still suffering from 3D burnout after finishing my last work project. But I Have been meaning to try doing a game-res model. So maybe I'll finish it with that in mind.
  2. Did they write it just to be used within max or with the .3ds format in general? because if its an external app and not a max plugin any modeler that supports .3ds can be used.
  3. 13Kp isn't bad. But, for what's there it seems excesive. and when trippled it instantly jumps to 26Kp. I'm not familiar with max but you should always be able to reduce geomety. a boolean is just an operation to modify geometry based on other geometry. it shouldn't keep you from doing anything unless max is in fact the craziness i've heard it is. Focus the polycount on the detail that's really important first like the gear and control surfaces and various probes and intakes that cover the air craft. than for the fusealage use just enough polies to make it nice and smooth. Remember as I said above, "High detail and high poly aren't the same thing." Plus the lower the poly count the better the in-game preformance. You're off to a great start. the form looks verry good. I can't wait to see it in game the 104 is one of my all time favorite planes! Keep up the good work.
  4. Good Model! But I think your mesh Density is a bit high especially if it ends up havig to be trippled. the same smoothness can be obtained with far fewer polies. unless thats a wireframe of unfrozen sub-Ds or nurbs or subpatch. (not sure how max handles organics.) remember the goal is not high poly but high detail. especially with models for games where the lower poly the better.
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