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
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
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
swambast Posted April 19, 2020 Posted April 19, 2020 Love it - and good call on the bump map in this situation...
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 :)
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
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!
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