View Full Version : Vehicle: Man-of-War Merchant Ship
02-10-2004, 07:57 AM
This is a model for a PIRATE! game that me and a group of students are making called...
CALL OF BOOTY.
This is one of the AI ships, vastly larger and more armed than the players ship, so strategy must be used in seizing this grande prize.
02-10-2004, 07:59 AM
The ship looks okay. You might wanna decrease the yellow though. It's way to bright. The paint would have faded out a bit if it was sailing across the many seas. Thats a pretty high polycount though.
How much of these tri's went into the cannon's?
02-10-2004, 08:08 AM
thanks for the tip, i will try lessening the yellowness.
Also there is a bunch of stuff on the deck, which we will porbably dop in game to lower polycount. But i think i could loose some polys on the cannons now that you mention it, there pretty small.
02-10-2004, 10:15 AM
Wireframe please! :)
Model looks nice but is way to heavy, unless Your's game will be simulation. Trash out the cannons - You forgot about more visible thing - wodden hatches covering cannon ports. They are oppening uppward so if You look at Your ship from up You will see this hatches only not the cannons. Two faces for hatch will do, in worse case You can map several hatches on one polygon. Of course if the model will be tiny - like in original PIRATES! You will dont need(see) them also:)
BTW: how are a lines done? mesh?
02-10-2004, 09:54 PM
I took of the objects on the deck and brought the poly count down a lot! its now 6726 But i think i should bring it down more, probably take polys from the cannons.
The ship is seen pretty close up, and it and the player ship will pretty much be the only thing on the screen.
Here is some wireframe:
Also here is a nice 1280*1024 render of the ship (http://www.evogames.net/gallery/albums/wallpapers/%5BCOB%5D%20merchantShip%20wallpaper.jpg)
01-17-2006, 09:00 AM
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