Metropolis
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- Sergeant
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- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
The car has 2556 - way too many - need to somehow simplify. The curved surfaces drove the poly count through the roof, but it didn't look right without them. Still a work in progress, and I will be making more vehicles. I plan a truck (will have fewer polys - squareness), and perhaps a few other simple vehicles - maybe I can make a cool Tron lightcycle
The fire hydrant has 476 - mainly due to several curved surfaces. I did manage to use a texture for the fluting on the main body of hydrant, but there is still a lot of curved geometry.
The parking meter has 208 - again, due to the curved surfaces of the meter head.
The fire hydrant has 476 - mainly due to several curved surfaces. I did manage to use a texture for the fluting on the main body of hydrant, but there is still a lot of curved geometry.
The parking meter has 208 - again, due to the curved surfaces of the meter head.
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
I'm not sure if this should be in map releases, screenshots, or prefabs section, but since the car model discussion in Metropolis started here...
I have worked on the car model quite a bit (see screenshots) and managed to get it down to 1276 polygons - this is approximately half of the polygons used in the first model. Can anyone tell what car this is 'loosely' modeled from? Hints - side profile screenshot is most accurate, and it is from one of the US auto makers...
The model is set up such that the body is one mesh and the rest of the components (lights, windows, tires, etc.) are another mesh. This will allow me to use duplicates of the car in the Metropolis map and make them different colors.
If anyone wants the model posted to the "models and prefabs" section of the forum, please let me know. I can provide it in .bzw or .obj (minus materials) form, and the tire texture will need to be provided as well.
I have worked on the car model quite a bit (see screenshots) and managed to get it down to 1276 polygons - this is approximately half of the polygons used in the first model. Can anyone tell what car this is 'loosely' modeled from? Hints - side profile screenshot is most accurate, and it is from one of the US auto makers...
The model is set up such that the body is one mesh and the rest of the components (lights, windows, tires, etc.) are another mesh. This will allow me to use duplicates of the car in the Metropolis map and make them different colors.
If anyone wants the model posted to the "models and prefabs" section of the forum, please let me know. I can provide it in .bzw or .obj (minus materials) form, and the tire texture will need to be provided as well.
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
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- Private
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- ducatiwannabe
- Private First Class
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- Location: Planet Earth
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- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
Revision 1.6
Attached is Revision 1.6 of Metropolis.
* Added inside coordinates to buildings to prevent flag spawns and players lagging into them.
If there are any problems with the map, please let me know and I will fix asap.
* Added inside coordinates to buildings to prevent flag spawns and players lagging into them.
If there are any problems with the map, please let me know and I will fix asap.
- Attachments
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- MetropolisR1-6.zip
- Metropolis Revision 1.6
- (200.68 KiB) Downloaded 208 times