ST:Nemesis Style Yard -1 reply

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Icewolf132

Only Slightly Insane

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1st June 2007

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#21 11 years ago

Well, it's been a while since I've finished and released this yard, and I have something to humbly admit; I was an idiot. A very blind idiot o.0. The reason I created this yard in the first place was because I thought that there wasn't a Nemesis era yard out there for public usage, and my blindness became apparent. As MaP said in the past, there already was one in the Borg Incursion mod, and one that Achilles converted over. And I must say, though it takes a blow to my own pride, I am quite glad it blows my yard out of the water! :D

Not only is it of much better quality than the one I built, but it's also a lot lighter in polys. So, why do I call myself an idiot? Because it's only now that I open my eyes and fully realize it >.< But I'm not upset or sad, I'm actually happy and excited!

So, I pose a question to you all; what do you think of my yard in it's current state? What do you like about it, hate about it, or want to see diffrent? I have a goal with this yard, I'm not going to make a recreation of the Nemesis yard, but I'm going to revamp of this one to a variant version that the community likes...sometime down the road >.>.

So c'mon! Dish out your comments, thoughts, and opinions...I thrive off them ;).




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#22 11 years ago

In the highlighted section (attached), I assume these type of areas are part of the mesh. If so, could you not do this via the textures and lightmaps and reduce the count somewhat




Icewolf132

Only Slightly Insane

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1st June 2007

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#23 11 years ago

Yep, already done though each of those squares uses 4 polys to show the supports (two for each side). In total, there's about 48 polys for the light box supports, but I think I can knock it down to 8 at the most if I use a bigger thing for them.

Most of the polys are in the rest of the supports...I think o.0. I need to open the mesh up again and take a good look at it.




Guest

I didn't make it!

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#24 11 years ago

How about some more detailed textures with bi-leveled panles and smaller lights.




Flash525

The Carbon Comrade

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14th July 2004

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#25 11 years ago
pepperman;4758021In the highlighted section (attached), I assume these type of areas are part of the mesh. If so, could you not do this via the textures and lightmaps and reduce the count somewhat

Whilst I can always understand the need for models with a low poly count, the shipyard in question, with a poly count of 1278 isn't exactly a problem. On average, you'd probably have two or three of them per player, and for her use, the poly count I would have said to be acceptable. Then again, is just my take on it. I don't mind the poly count so much when it comes to stations. Its more ships that are the problem with me.




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#26 11 years ago

1278 polys would be quite acceptable but I thought icewolf said his was like 3392 polys after reduction...maybe I got it wrong. anyway, icewolf, i think you did a good job on her mate. personally, i stuggle with keeping the poly count low on anything i make.




Icewolf132

Only Slightly Insane

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1st June 2007

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#27 11 years ago

Thanks for the feedback so far everyone, as far as textures go I'll probably redo them.

pepperman;47616061278 polys would be quite acceptable but I thought icewolf said his was like 3392 polys after reduction...maybe I got it wrong. anyway, icewolf, i think you did a good job on her mate. personally, i stuggle with keeping the poly count low on anything i make.

Yep, the 1278 Poly one is the one Achilies converted over from BI, if I remember right o.0 And thanks, I think I know where the bulk of the extra weight is, which might whine down to me redoing a quarter of the mesh, but it wouldn't be that bad considering half of it was hitting the duplicate button a few times :lol: