Robot... of Doom

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Robot... of Doom // Work in Progress

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Post by Davin // Aug 26, 2008, 10:47pm

Davin
Total Posts: 59
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So this is an old WIP that I had started before my 3 years of working 2-3 jobs at 120 hours a week.

I started it in tS5.5 and now I want to finish it in tS7.6.

I will be using the Normal maps as this is a intended for use in a game.

It is fully triangulated at 1743 faces.

The reason it is triangulated instead of using square polies is because the engine I am going to optimizing for is using OpenGL2.0 and OpenGL likes triangles more and renders them faster than squares. The engine uses DX9 also, but I don't really care because I like OpenGL more. Programming using OpenGL is much less stressful and a lot less redundant than programming in DX.

Any way I don't have much from the old forums but there is the sketch I drew while I was in college, the texture map I am working on and the scene from when I imported it into tS6.5.

Post by TheLion36 // Aug 26, 2008, 11:56pm

TheLion36
Total Posts: 36
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Looks good! :)


In terms of optimising I think both Direct3D and OpenGL pretty much like the same model optimisations... Direct3D also prefers triangles, actually it doesn't even support drawing quads directly like OpenGL does! :) For both batching by texture is the way to go (unless you use vertex/pixel shaders then you first batch by by shader then by texture) and they both love their triangle strips! :)

Post by Weevil // Aug 27, 2008, 5:36am

Weevil
Total Posts: 534
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I've always preferred direct X...well in t anyway because you get more options and less lag...

Anyway, that's some nice modelling...like it...
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