EDIT: PM me if you want me to export
ARC-195, Battlefield 2, and other models!
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Murdocr
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Moving_Target
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I made some new models since yesterday so here they are. I took the Mini way of screenshots and the one's i did previously.
ATV:



Ummm... i don't know what it is called but if you still have your battlefront 1 manual thing turn to page 2 and 3 and you can see it there.


Now this isn't much but i made the Manta droid subfighter...


Thank you everyone!
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ATV:
Ummm... i don't know what it is called but if you still have your battlefront 1 manual thing turn to page 2 and 3 and you can see it there.
Now this isn't much but i made the Manta droid subfighter...
Thank you everyone!
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Moving_Target
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If im reading from the right area...which i don't think is right....

Then there are...
The ATV: 28 (Triangles: 1796
The Hovercraft:26 (Triangles: 1202)
The Manta droid subfighter:5 (Triangles: 528)
The ARC-195: 31 (Triangles: 2156)
The pirate ship: 93 (Triangles: 3408)
Here's the unoffical L-wing!


Poly: 11 (Triangles: 744)
Then there are...
The ATV: 28 (Triangles: 1796
The Hovercraft:26 (Triangles: 1202)
The Manta droid subfighter:5 (Triangles: 528)
The ARC-195: 31 (Triangles: 2156)
The pirate ship: 93 (Triangles: 3408)
Here's the unoffical L-wing!
Poly: 11 (Triangles: 744)
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Kyross
Triangles are the poly count. A vehicle shouldn't have more than 2000 polys, so for the most part you're good. The arc195 should be easy to push down, the pirte shipis not imposible(worst case scenario I made one go from 5500 polys to 1700). You can use the U hotkay for surface select and delete polies that are not shown/buried beneath others. You can also reduce the number of segments on cylinders, although changing the number of segments on an object tends to make subtle size changes.
- minilogoguy18
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JabbaLovesLava
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t551
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Well, they're what matters... Even if poly count is pretty low, the game and renderer only care about triangles, so keeping polycount low won't necessarily mean that the model will use less memory. If you only have 4 1000-sided polygons, then the polygon count will say 4, but the game will actually be rendering many more triangles.
- minilogoguy18
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the game doesnt count triangles, no game does, it counts the vertices.
FYI: poly = multi-sided, everything is a polygon >_>
i think quads is the prefix your lookin for since thats what XSI and most high end programs draw by default but the program automatically computes the triangles by counting the vertices. also, all compiled game content no matter what is triangulated, even if you force it to export everything as quads it either doesnt accept it or converts it automatically. heres also a better way to see your scene info, click on the user/camera view and hit shift+S and go into the stats tab and its like halfway down the page where you can enable the triangle counter and the object counter. also you should go into the display options for all cameras and go to the bottom of that page and turn on the headlight to get rid of those annoying shadows all over your model.
FYI: poly = multi-sided, everything is a polygon >_>
i think quads is the prefix your lookin for since thats what XSI and most high end programs draw by default but the program automatically computes the triangles by counting the vertices. also, all compiled game content no matter what is triangulated, even if you force it to export everything as quads it either doesnt accept it or converts it automatically. heres also a better way to see your scene info, click on the user/camera view and hit shift+S and go into the stats tab and its like halfway down the page where you can enable the triangle counter and the object counter. also you should go into the display options for all cameras and go to the bottom of that page and turn on the headlight to get rid of those annoying shadows all over your model.
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Moving_Target
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Here is the ARC gun! I believe it can be seen in Star Wars Clone Wars ch. 3. Also if you have the action figure of the ARC. It's original color is black but if you render it that way no one can see it.


Poly mshs: 39
Triangles: 2156
Thanks to Murdocr he pointed out that some of my objects are pointing the wrong way. (Not pointing towards the Z-axis) Does anyone know a way to just shift the grid to make it face the Z-axis? Or an easier way instead of rotating every single piece? Thanks!
Poly mshs: 39
Triangles: 2156
Thanks to Murdocr he pointed out that some of my objects are pointing the wrong way. (Not pointing towards the Z-axis) Does anyone know a way to just shift the grid to make it face the Z-axis? Or an easier way instead of rotating every single piece? Thanks!
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t551
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