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 Hex Base 
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Joined: Fri Mar 02, 2012 11:57 pm
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Post Re: Hex Base
http://www.youtube.com/watch?v=4BoFWZDqAB0

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@Saccaed for updates and randomness...


Sat Sep 01, 2012 4:59 pm
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Joined: Mon Jul 23, 2012 3:17 am
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Post Re: Hex Base
That looks damn smooth! What's the polycount of it?


Sat Sep 01, 2012 7:17 pm
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Post Re: Hex Base
yankee wrote:
That looks damn smooth! What's the polycount of it?


822 polys, though I could lower it once the model is finalized


Sat Sep 01, 2012 8:12 pm
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Post Re: Hex Base
http://www.youtube.com/watch?v=xk0GeqR0EVI&&hd=1

Some fun with placing multiple of the bases in kind of a nexus configuration...

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"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

"No longer are you justified saying that an idea in science is not true because it doesn't make sense." -Neil deGrasse Tyson

@Saccaed for updates and randomness...


Mon Sep 03, 2012 6:14 pm
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Post Re: Hex Base
that looks sweet to ski


Mon Sep 03, 2012 7:02 pm
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Post Re: Hex Base
Unfortunately looks can be deceiving. I have to tweak skiing a bit to be slightly forgiving when hitting surfaces; at the moment, because the objects aren't completely smooth, when you ski on the base, you lose quite a bit of speed.

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"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

"No longer are you justified saying that an idea in science is not true because it doesn't make sense." -Neil deGrasse Tyson

@Saccaed for updates and randomness...


Mon Sep 03, 2012 7:11 pm
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Post Re: Hex Base
looking forward to the final version then


Mon Sep 03, 2012 7:22 pm
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Post Re: Hex Base
Ignorance wrote:
Unfortunately looks can be deceiving. I have to tweak skiing a bit to be slightly forgiving when hitting surfaces; at the moment, because the objects aren't completely smooth, when you ski on the base, you lose quite a bit of speed.


That looks freaking intense to ski on :o

Though, by "not completely smooth", you mean to say it'd be better if there were more polys for smoother transitions yeah?
Let me know if thats the case, I can up the poly iterations within the same smoothing groups, thats to say its really easy to do

edit.
actually its so simple I'm going to up the poly count right now and add another upload link, quick and dirty so there may be some oddities
edit.2
its smoothing more oddly than I expeced (left some triangles here and there, and to use smoothing, you must have only quads, once you're done you can simplify quads up), gonna have to fix the mesh before smoothing it, but to give you an idea, this is the mesh density I'll try out, 13k polys, more or less ten time as much than before.

Image


Mon Sep 03, 2012 10:30 pm
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Post Re: Hex Base
Smoothing can help, but really should only be a short term solution. Simple code changes will work much better, as 13k polys is insanity for what we're looking at. However, the high poly versions can be used to make better normal maps if you into that kinda of thing.

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"Not every idea your gonna have is gonna be great, but I guarentee you every idea that doesnt work will somehow work into the idea that does." -Derek Waters

"It's a weird feeling being borderline addicted to gaming and not having anything to play that I can tolerate at the same time." -DejZant

"No longer are you justified saying that an idea in science is not true because it doesn't make sense." -Neil deGrasse Tyson

@Saccaed for updates and randomness...


Mon Sep 03, 2012 11:06 pm
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Joined: Mon Jul 23, 2012 3:17 am
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Post Re: Hex Base
Imo 13k polys isn't way too much if you dont have a lot of them (as you have in your nexus example).
IIRC current gen polycount for vehicles/player models is around 10k-13k as well.

Edit: Another point might be that the collision stuff could have an impact on performance.


Mon Sep 03, 2012 11:15 pm
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