This said the texturing example is completely obsolet, one would use unwrap in 3dsmax instead and the limit are yet as follow:
1024x1024 textures might be used (but wisely) on bigger vessel (DGIV have 5 1024x1024)
Maximum of 20'000 poly for a main ship, 30'000 to 40'000 for an exceptional vessel.
As example the arrow have 15'000 poly and 2x1024x1024. And the Arrow's vc have 15'000 poly and 3x1024x1024 I should actualise this tuto but with UCGO My orbiter time is out for 2009.
For advanced user one should NOT miss the exceptionnal AilantD's render to texture tutorial, it's the one that teached me the render to texture technic. AilantD is a master ! http://www.orbitersim.com/Forum/default.aspx?g=posts&t=6760 (page 16 I think)
This said one should not forget the essential principe: merge all objects that share the same material. Use a few material.
Not doing so is a bigger FPS killer than the number of poly.
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