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Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 02:32
by Arsonist
Keeping models low and efficient enough to not need more geometry is hard...

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 02:47
by SPG
nah, you guys are just crazy, i find it incredibly easy ^_^ then again... i make the rules

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 04:01
by Arsonist
SPG wrote:nah, you guys are just crazy, i find it incredibly easy ^_^ then again... i make the rules

You also use booleans.

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 04:05
by Krotuskang
The more I do this, the more I learn, the more times I throw every thing out and retry. I'v noticed models getting a higher poly count for the most part with 3.0 I have been keeping that in the back of my head.

I'v also been wondering what is a decent poly count to shoot for?

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 04:08
by Arsonist
Generally, they shouldn't be getting higher. When i make a model i try and think about how many of that pokemon are gonna be on the screen at the same time.
Thus Shinx is relatively low, whereas Luxray is much higher.
Unless the coders are providing the game with better ways to render polygons, then the increase of the version number shouldn't matter.

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 04:21
by SPG
i havent used booleans since haunter

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 08:18
by Arsonist
what could you have used them on haunter for?!

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 17:41
by SPG
Arsonist wrote:what could you have used them on haunter for?!

the mouth?

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 18:03
by Arsonist
Nothing ever needs booleans, it was more exasperation than a question ._.

Re: Allowing unown pokemon?

PostPosted: 01 Feb 2014 18:12
by SPG
Arsonist wrote:Nothing ever needs booleans, it was more exasperation than a question ._.

nothing needs it, it just makes life easy for the lazy