Star Wars: Galaxy at War is a total conversion mod for Starcraft II. We will replace the playable sides with two; the Republic and the CIS (Separatists). Check out our unparalleled models, textures, and animations, as we continue to work behind the scenes in preparation for the launch of Starcraft II.
To go along with our gameplay ideas on implementing the LAAT/i Gunship and the LAAT/c Transport, we have two new models of both vehicles. We also have one of the Republic miniheroes, Plo Koon, in poly colored form. For the CIS, we have the formidable Tri-Droid, which shoots deadly anti-vehicle missiles.
Boom: We know that. We set a strict poly count for our modelers, and they are so good that they are able to pack in all those extra details while keeping under the poly limit.
Thats the standard we are setting though. You'll be hard pressed to find better art than in this mod.
And if you don't want that detail when you are playing, we have LOD's for our models, so just turn down your settings and you'll be fine.
Im not saying thoes models are bad or anything they look great to me , but I have to has you what is that limit, I mean that character is definetly over 1k tri's and im pretty sure none of default models of tw is that hipoly, theres some stuff that isnt worth modeling even if you are under the polylimit, like all the small cloth details and thoes beltlike things around arms, they can be done in texture map and look the same. You just wont see thoes models close enough in game anyways, so theres no need to model small detail.
First of all, the average character for BFME II, EA's RTS before CNC3, had an average unit of 1200 tris. CNC3 can handle even higher poly counts. That character is exactly 1150 tris. CNC3 can handle hordes of them and not lag a single bit.
Secondly, let me ask you this: He is under the poly limit, why not use 15 more polies and make the model more realistic? It looks better, won't cause lag. Makes the model look better with no downside.
Only crit (tip) I would say is just that maybe instead of using those15 - 50 extra tris for straps, why not add it to important joints, like the shoulders, elbows, knees to make sure they deform correctly.
I can't really see if the joints to have proper edge flow cause there is no wires, but To me for the most part, the models are looking quite good, lets see some textures on them suckas :)
Great models and I'm absolutely amazed by how good you modelers are to get all of that detail to fit into 1150 tris. Good job :D
dude zomg change your name...
Why?
I've thought about it, but i've been modeling and skinning for a long time and people know me by my name.
There are lot of unneeded detail on thoes models, that wont be noticable ingame. You are doing this for rts not fps game.
Boom: We know that. We set a strict poly count for our modelers, and they are so good that they are able to pack in all those extra details while keeping under the poly limit.
Thats the standard we are setting though. You'll be hard pressed to find better art than in this mod.
And if you don't want that detail when you are playing, we have LOD's for our models, so just turn down your settings and you'll be fine.
Im not saying thoes models are bad or anything they look great to me , but I have to has you what is that limit, I mean that character is definetly over 1k tri's and im pretty sure none of default models of tw is that hipoly, theres some stuff that isnt worth modeling even if you are under the polylimit, like all the small cloth details and thoes beltlike things around arms, they can be done in texture map and look the same. You just wont see thoes models close enough in game anyways, so theres no need to model small detail.
First of all, the average character for BFME II, EA's RTS before CNC3, had an average unit of 1200 tris. CNC3 can handle even higher poly counts. That character is exactly 1150 tris. CNC3 can handle hordes of them and not lag a single bit.
Secondly, let me ask you this: He is under the poly limit, why not use 15 more polies and make the model more realistic? It looks better, won't cause lag. Makes the model look better with no downside.
Theres no reason not do to it.
Only crit (tip) I would say is just that maybe instead of using those15 - 50 extra tris for straps, why not add it to important joints, like the shoulders, elbows, knees to make sure they deform correctly.
I can't really see if the joints to have proper edge flow cause there is no wires, but To me for the most part, the models are looking quite good, lets see some textures on them suckas :)
keep up the great work.
Now that is a good post. Well thought out, and full of good critisism.
Yes, all these models have enough segments to deform correctly.
Textures will come soon, thanks for the feedback :)
haha great!