Questions on SE V ship models
Given my fondness for making 3d ship models. I figured it might be good to get up to speed and practice. Assuming that SE V uses similar technology to Star Fury (which I really should get around to buying some day.) So, what kind of a polygon budget and texture limits will we have to work with?
One of the things that needs to be planned for is that I like DoGA CGA for modelling. But since it exports individual parts to .X, I'll need to use Metasequoia to convert that model to a mesh so there are no Z buffer artifacts (that zig zag you see when two parts overlap in real time.) This is usually not a problem with rendered images ala SE IV, but it will be a new thing for old DoGA fans to contend with.
If would be great if some official advice would trickle down from Malfador. For example, what texture formats and features will be supported? Or, will glow and bump maps be allowed, etc. I'm hoping MM is sticking with the .X format plus any extension to that they need. More info the merrier.
--
TAZ
|