Gangs4Life (G4L) is a total conversion mod for Unreal 5. G4L immerses the player in an intense online never seen fun experience. Set on the 1950’s ( though it is totally fictional ) , Gangs4Life simulates a war between two special gangs that encourages the use of teamwork and strategy to destroy the enemy.
New props made by our Environment Artist here. Also shows an in-game screenshot
nice,low polys a little too low though i'd higher that a bit just to get the round bits a little rounder
Low poly objects are usually used for LOD's or just lower settings. So why on earth would you want a higher detail model that you're not even going to notice much in the distance anyway?
If anything, the low poly is too high in poly count, personally I would get rid of the bevelled edges and probably make the cylinder 5-6 sided, rather than 8 sided.
To be fair though, It's not like there will be hundreds of these things, and it's not like you guys are going to be struggling to find a good balance between performance and visuals. So even the high poly version could be used in game without any significant loss in performance..and for those picky players, they could stare at their little street pump all match long :P
huh not bad, looks a bit like a.......... well you know :D
I dont believe this is a LOD, its just an average prop which will maintain the same polycount no matter how close you are to it.
Its looks good the way it is, the lower the polycount the better performance in game.
Good use of spec map and nice normal and diffuse.
This object is called a fire hydrant all around the world isn't it?
dunno how QW use the lod if you script it or modify it into editworld :/
I will search for this on the wiki
The high poly is used for an ultimapper into XSI who calculate the normal from the HP mesh to the LP coordinates.
"This object is called a fire hydrant all around the world isn't it? "
I didn't search how to name it x)
Haha, i use xnormals for baking :) got any more objects on the way?
No point in using LOD's if your managing good detail from a normal and texture map.