Incredible, I have one of these and this is exactly the same. I'm curious, why do you need a low poly model?
Scribble said it right! Games and fully 3D environments render in a real-time engine so it’s imperative that models and textures are as efficient and low-cost as possible so that everything runs at a smooth frame rate. And although low-poly games models these days are considerably higher in polycount than their counterparts just a few years ago, it’s still more efficient to bake the super-high details into the textures of the low poly model to fake details that would otherwise cause a greater draw on a computer’s resources.Even fast processors would have a hard time keeping up with all models being high-poly. Game models, in general, tend to be low-poly equivalents. Donny models primarily for the Unreal4 engine in this thread. I don't know what STO uses.
Scribble said it right! Games and fully 3D environments render in a real-time engine so it’s imperative that models and textures are as efficient and low-cost as possible so that everything runs at a smooth frame rate. And although low-poly games models these days are considerably higher in polycount than their counterparts just a few years ago, it’s still more efficient to bake the super-high details into the textures of the low poly model to fake details that would otherwise cause a greater draw on a computer’s resources.
The high poly version's details get baked into the textures for the low poly version so that more detail appears on the textures than there actually is in the low-poly model. These high-poly models never make it into the game; just my texture/material authoring program for baking.That makes sense, thanks, Donny.
My question's actually the opposite, though: why do the high-poly version? Or do you need to do that before you can then reduce it for the low-poly version?
(Please forgive my extreme lack of knowledge).
dJE
That makes sense, thanks, Donny.
My question's actually the opposite, though: why do the high-poly version? Or do you need to do that before you can then reduce it for the low-poly version?
(Please forgive my extreme lack of knowledge).
dJE
Okay, here's the status of my conjectured toilet/handsink combo in the aft compartment of the TOS shuttlecraft
Here, you see everything stowed away nicely. Note the addition of a TOS-style replicator / food slot.
The commode folds out at the press of a button.
And the hand sink folds out as well!
Thoughts? I tried very hard to keep a very angular/boxy TOS look to the commode and handsink.