look of zealot Starcraft 2 - Page 2
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Morayfire73
United States298 Posts
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Executioner.zealot
United States60 Posts
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rS.Sinatra
Canada785 Posts
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pzea469
United States1520 Posts
im not too experienced at all and i'm wondering. Whats more important to keep low on models for games, vertices or faces? thank you | ||
uberdeluxe
Canada306 Posts
if it did have hair/was an in game shot it would probably look better | ||
selboN
United States2523 Posts
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MangoTango
United States3670 Posts
On June 23 2010 02:07 Krowser wrote: Hahahahah, we need Marauders with top hats! _██_ (ಠ_ృ) Then give them Spider Mines, and they're basically the Demoman from TF2! \o/ | ||
pzea469
United States1520 Posts
On June 24 2010 16:09 uberdeluxe wrote: obviously the protrait head looks better, but in game the non portrait has hair and it doesnt in the pic u have if it did have hair/was an in game shot it would probably look better yeah the thing is, the hair is a separate model. So in game, both models would have hair. On June 24 2010 16:12 selboN wrote: Did you do that in 3DS? yeah 3ds max updated the pics with textures by the way! | ||
sluggaslamoo
Australia4494 Posts
Graphics Cards usually prefer to render in triangles regardless of what flags you set. Even if you set the GL_QUADS flag for example (pretty sure SC2 uses OpenGL), the graphics card may render 2 triangles to create that quad. Vertex buffer objects or batching, means that rendering a bunch of vertices should be pretty fast anyway. If it lags, I would just focus on removing as many vertices as possible and have 2 versions, pretty sure the map editor allows for a low poly and high poly model depending on the settings the player sets. But yeah don't unless it becomes a huge performance hit. ![]() | ||
jamesr12
United States1549 Posts
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emikochan
United Kingdom232 Posts
On June 22 2010 23:28 pzea469 wrote: It's fine while I'm playing i guess, Thread over ? Zealots look awesome in game, they'll probably have different models for cutscenes. The wc3 imports are very nice though, there's just something about the zergling and hydra animation that works nicely (wc3 zergling especially) | ||
moon`
United States372 Posts
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pzea469
United States1520 Posts
On June 24 2010 18:49 sluggaslamoo wrote: I would try running it in Starcraft 2 before worrying about optimising. Graphics Cards usually prefer to render in triangles regardless of what flags you set. Even if you set the GL_QUADS flag for example (pretty sure SC2 uses OpenGL), the graphics card may render 2 triangles to create that quad. Vertex buffer objects or batching, means that rendering a bunch of vertices should be pretty fast anyway. If it lags, I would just focus on removing as many vertices as possible and have 2 versions, pretty sure the map editor allows for a low poly and high poly model depending on the settings the player sets. But yeah don't unless it becomes a huge performance hit. ![]() cool thanks for all the advice. I'm currently a bit stuck. I combined the head with the body and re rigged it perfectly so all the animations work and everything. However, i get an error exporting it form 3ds max. Its either something dumb i did or the exporter which is in its early stage is messing up. I hope i can figure it out soon to finally use it in-game. If anyone knows how to get past m3 exporter errors please let me know! | ||
pzea469
United States1520 Posts
Finally i was able to get it in-game, but unfortunately there is apparently no way to export animations yet(let me know if there is) so i only have it as a doodad for now. | ||
EvilMaishidon
United States125 Posts
![]() Obviously, i prefer the new model, and the new portrait. | ||
pzea469
United States1520 Posts
On June 25 2010 05:04 used man wrote: In case anyone here didn't know this, the unmodified model came from the old zealot portrait. ![]() Obviously, i prefer the new model, and the new portrait. oh, I had no idea, I'm guessing it belongs to that placement zealot I saw in the mpq file that had a complete different body look. | ||
feather6
48 Posts
On June 25 2010 05:04 used man wrote: In case anyone here didn't know this, the unmodified model came from the old zealot portrait. ![]() Obviously, i prefer the new model, and the new portrait. lmao his head looks like a golfball. Welcome to Epcot! | ||
imyzhang
Canada809 Posts
On June 25 2010 12:21 feather6 wrote: lmao his head looks like a golfball. Welcome to Epcot! lol | ||
AJMcSpiffy
United States1154 Posts
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pzea469
United States1520 Posts
On June 25 2010 12:28 AJMcSpiffy wrote: LOVE the new Zergling face. I definitely like the dino look, even if it is barely seen in-game. I updated the OP so you can download it and try it out if you want. Since beta is still down, theres not much else to do anyways ![]() | ||
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