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Old 05-22-2007, 02:32 AM   #11 (permalink)
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It looks pretty good, perhaps lacking in lighting and contrast. As for rendering settings, if you don't have any normal or specular to show off then stick with self-illum because that's what you're going to see in-game and it's easiest to critique. For the colour, try adding a layer of pure blue, go to the blending settings (in the effects dialoge) and mess around with the "layer below" sliders so that it only shows through on the highlights. If you alt-click on on of the handles of the sliders they will detach from each other, giving you a smoother appearance.

/bleh
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Old 05-22-2007, 02:14 PM   #12 (permalink)
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I thought n-gons messed games up?
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Old 05-22-2007, 04:27 PM   #13 (permalink)
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Generally the model is triangulated before it gets in to the engine, so even if you have any n-gons, they'll turn in to tris before it becomes a problem.
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Old 05-22-2007, 06:47 PM   #14 (permalink)
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Then wouldn't the polycount on the non-triangulated version be a false representation of the actual count?
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Old 05-22-2007, 06:59 PM   #15 (permalink)
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only if you look under the statistic that says "polygons", thats why theres also "triangles", in max anyway. i know those n-gons are triangulated in export, but they just screw up your renders... and sometimes thats the only way theyll work so i just wanted to see what you guys think about em :P

thanks for the advice shroom.
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Old 05-25-2007, 07:51 PM   #16 (permalink)
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well, here's some progress i guess.

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