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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...

1230.jpg

tga.jpg

Edited by russouk2004
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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.      

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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

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Love it - and good call on the bump map in this situation...:good:

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tga as in this case fine so long as used in moderation lol....saves 6086 polys being used when not needed        :)

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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

tga.jpg

Edited by russouk2004
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Russ, that is spot on m8  - superb job and love the fact you just killed off 6k polys - nicely done!  :clapping:

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