i know that but i dont want to make them editable meshes right away in case i want to change something i guess you dont want to place every single edge manualy either amirite?
Actually yes, I generally start with a primitive resembling the shape I want, bump up the face count, then turn it to editable poly and start making it look how it's supposed to. You can use modifiers and large scale selection to move polygons in bulk but working in edit poly or edit mesh is generally the basis of modelling, and you do need to do a lot of manual positioning and welding to finish it up and ge the most optimised strucutre you can. If you convert between different modes you can easily get errors if you don't know exactly what you're doing, I still get weird things happening now and then with conversion between edit poly and edit mesh, edit mesh is usually best for accuracy because it works in tris and as mootant said, games = tris, although if you stick to quads in edit poly you usually don't get many problems either. I have no idea how boolean would convert to mesh, never used boolean.
It's integral to judging whether the person has any clue what he is doing, or is even in rougly on the right path.
-_-'' Just let him work.. I know nothing about how low poly's should look untextured, but if chris is actually offering some form of constructive criticism, it must on the right track.
I meant tris, quads and polygons which get converted to tris when exporting to SMD. Quads are preferred.
If you stick with primitives you aren't likely to get problems, but at the same time you won't get the best polycount out of that, specially not once you get on to the body, for stuff that is roughly cylindrical or roughly box shaped you can use primitives, but the body is either going to need an edit mesh, or you're going to have to hope whatever else you use will convert properly.
so here we go with the next update: here you see the modified rotors, the new wheels and a good overview it got now around 14k polys so we are nearing the end ;P @chris yeah you are right, but i think there are many things that can be made with this technique: primitives->booleans(->editable mesh) i'll have to see on the last one if it really necessarily needs editable meshs because everytime i've done a polycount, number of polys was equal to number of tris, so... and i noticed i have to do some cosmetical work too: there are some gaps in the hull i need to fix and i need to remake the wings, because there are some grooves which make it hard to texture on one hand and use many polys on the other btw i'm still not sure if i can do the texturing maybe we should let someone more expierienced do this or someone needs to help me... eitherway pls dont start discussions here when aircraft gonna come out or something like that thx and one thing i nearly forgot: do we need these vats under the hull? ////btw just noticed that the finns on the back might be a bit of a problem for gravity capabilities...
14k is fine btw. But yeah, looking pretty good. We should have someone able to do the texturing, although if you can learn that'd be awesome.
one other thing: anyone knows a way to test if the model is converted correctly? i mean it would be a bit stupid having to start empires everytime or having to reimport it or else
You can use the model viewer, should be in the SDK tools, loads faster than the game and will read compiled models just the same, also has some useful toggles you can use to check different aspects of it out.