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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-17-2004, 09:52 PM   #21 (permalink)
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These weren't known to me until now. I just knew the hole problem & 2-sided one.

That's one of the reasons why I made this post, so that people can have a place to benefit from others that have been there.

Good point, SquireJamesTGW. (I'd like to see someone fix a 3-sided tire with a skin. That'd be a bit too low poly )

If you skin your own stuff then think about what you can save with a good skin. (should this cockpit be more round or will a shader effect work on a skin as well)

If you do the model & someone skins it for you, get input from that person first. They'll be the one working with your model so if they say you can save some polys here with a skin then you can put those polys else where or leave them out completely.
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Old 05-17-2004, 09:57 PM   #22 (permalink)
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Also, when making your skin, compare it with your model and shade the skin accordingly, this will help add more shape and detail to your model.

Back the the shadow bleed through, I think we need a tuturial on effective removal, I was sent about 35 models 6 months ago, and ALL OF THEM have bleed-through... :dead:
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Old 05-18-2004, 05:53 AM   #23 (permalink)
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i got a rule for polys

7000!

divide 7000 by how many of that type of unit you will need (eg pissant tank ~20... supertank ~5)

so a pissant tank should be around 350 polys and a supertank can be up to 1400.

by the way divide this by about 2~2.5 when using it for infantry
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Old 05-18-2004, 06:07 AM   #24 (permalink)
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Quote:
Originally Posted by pcteen1
Back the the shadow bleed through, I think we need a tuturial on effective removal, I was sent about 35 models 6 months ago, and ALL OF THEM have bleed-through... :dead:
I got way too much work now (deadlines), maybe next week....
I've fixed 5 or 6 Blitz2 planes that had those problems.

As for my personal polygons rules:

You only need that much detail so that your silhouette matches the object you want to make.
-The last thing you want is polygon deprevation, as it turn a specific unit into a generic unit:
Having a 250 polygon P-47 makes it look like a generic plane (could have been anything).Adding another 100 polygons and you'll have a plane that people can recognize it immediatly.
I'm certainly not against high polygon models, but they have to be used efficiently. Every polygon must be essential and tell its story.
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