![]() ![]() Some things to keep in your mind while creating an asset(s) Everyone will make different assets depending on their program fluency, desires, and expectations. Tris are what every model is made out of in any 3D game to date. No matter what program you use a game engine will split your model into the smallest geometric shape a triangle. ![]() ![]() This should be your unit of measure when judging the complexity of a model. The vanilla, or stock parts, default pieces issued with the game are the best judge for what the KSP is built for, and the mod packs on the forums are the best judge for what the limit is. The triscount for most of the stock pieces are around 300 tris for small pieces like the TT-38K Radial Decoupler, and 2000 tris for pieces like the LV-T30 Liquid Fuel Engine and a general 1000 tris count for the boosters, fuel tanks, and pods. When assessing your tris count it's necessarily to keep in mind you want an optimized number. You want to have the lowest tricount possible, without taking away from the integrity of the model's silhouette. When modeling one can get lost in adding detail, and whilst finishing up its important to give your model a twice over. ![]()
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