+russouk2004 Posted April 19, 2020 Posted April 19, 2020 (edited) I forgot you could render good tga`s with max... engine on left ignore prop and casing....engine bits on left are 7000 polys....one on right 14 as long as you have a pure white back it renders a decent tga..tga on left ..alpha channel on right... Edited April 19, 2020 by russouk2004 5 Quote
+swambast Posted April 19, 2020 Posted April 19, 2020 Russ, right on with this - this is an absolutely appropriate use case of leveraging a .tga texture! That being said, overall definitely suggest using tga to just limited and strategic use only. .Tgas under this game engine really hurt performance overall and can cause z-buffering/fighting issues. Also, another thing is that transparency in .tga /double-sided textures will not cast shadows so something else to keep in mind. 2 Quote
+russouk2004 Posted April 19, 2020 Author Posted April 19, 2020 Agreed about the performance issues...some csaes like this its even ok with a textured disc to simulate the pipes etc...with a decent bumpmap it would look 3d Quote
+swambast Posted April 19, 2020 Posted April 19, 2020 Love it - and good call on the bump map in this situation... Quote
+russouk2004 Posted April 19, 2020 Author Posted April 19, 2020 tga as in this case fine so long as used in moderation lol....saves 6086 polys being used when not needed :) Quote
+russouk2004 Posted April 19, 2020 Author Posted April 19, 2020 (edited) Swam..left is meshes right is jpg with bump hard to spot difference. the cylinders and pipework I mean ...the prop hub etc are polys. on both Edited April 19, 2020 by russouk2004 4 Quote
+swambast Posted April 19, 2020 Posted April 19, 2020 Russ, that is spot on m8 - superb job and love the fact you just killed off 6k polys - nicely done! Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.