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1. Model orientation in Max was wrong. The model should be placed in max so it's nose points downwards on the Max Top view. The CG of the object should be placed at 0,0,0 coordinate.
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How am I supposed to know that?
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2. Texture size was too large (1024x1024) while the texture itself was not quite detailed. No point in using large texture, if one doesn't plan to paint anything on it.
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I always paint and setup textures in a higher resolution. It was just the base setup and had no detailing yet. Of course it would be resized for the finished product...
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3. Texture mapping wasn't quite good and savvy. Too many stitches in UW makes painting details on texture difficult.
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I UVW to reduce possible distortion even if that requires a little more time for proper texture painting. Besides, anything that would have had seams you removed anyway...
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4. Thin parts, like fins, should be made, using 2-sided material, their shape can be easily "cut" from a simple rectangle, using alpha channel.
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Why should I do it if I can keep higher detail within the tri-level limit I have been given? I also was told that I would not have to build for 2-sided material, but could use flipped faces and only count one side per part. Could you guys please make your mind up....
Alpha channels are just to be avoided as far as I am concerned as they only allow for very crude results on this resolution levels.
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5. No LODs found in the file.
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Surprise, see point one. If I don't get proper info on that, how can I include it? Besides this was clearly labelled as a LOD0 preview...
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6. No collision object found in the file. Ordnance doesn't need mesh collision, it is enough to use collision sphere which is just default Max primitive, 32 sides sphere, whose diameter is slightly larger, then ordnance diameter without fins. The CSphere object should be placed at the 0,0,0 coordinate.
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See point 1 and 5.
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7. TGA file should be used as texture.
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Noted.
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I did a brief remodel of one of the torpedo variants ... without any loss to visual quality
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Cute euphemism and the detonator is not placed where you did "correct" my detonator to. Believe it or not, I actually know what I am doing. Also, the variants are meant to allow every type of torpedo plane to use the proper torpedo tail for any given time frame. If you don't want the four, which could easily be 8 btw, then just leave out the tail assemblies altogether, cause anything else would be a halfarsed job.
But I am glad that the community now has a comparison. I will gladly dumb down the meshes, anyway. Anything is better than the standard crap that is in game at the moment.