EnYB0La on 23/2/2017 at 02:47
Thanks everybody. I resized the box as Tannar suggested me and it works fine. The shadow too.
I have no more questions. :)
LarryG on 23/2/2017 at 03:01
Quote Posted by EnYB0La
Finally got it.
So if I understood, what I have to do is:
- Modeling efficient and simple low poly 3D meshes, which should have between 1000 and 2000 polygons at the final of the modeling/use process
Between 0 and 1000 should be your target number of polys. If you go over that don't be surprised if the model won't work in DromEd. Be surprised if it does.
Least splits will try to optimize your model's polys, at the risk of screwing up the model. Max speed will do no optimization but will generally result in higher poly counts. If Max Speed results in a usable model in DromEd then that should be the way to go. Some jointed objects only work when Max Speed is chosen. If the model looks OK and works at Least Splits, then that's fine too. Using Least Splits can save you significant numbers of polys. The bottom line is to be pragmatic about this setting.
EnYB0La on 23/2/2017 at 03:03
Quote Posted by LarryG
Between 0 and 1000 should be your target number of polys. If you go over that don't be surprised if the model won't work in DromEd. Be surprised if it does.
Doesn't the NewDark allow to import more complex models?
LarryG on 23/2/2017 at 03:08
No.
Kurhhan on 23/2/2017 at 13:32
Does anyone use fake light/detail texture in Dromed? In Blender bake texture from high poly model to low poly. This kind of stuff work in Dromed? My obj prepared that way crash dromed.
nicked on 23/2/2017 at 15:34
If you bake the lighting into the texture and export it as a normal flat texture format Dromed can read, there's no reason why it wouldn't work.
Daraan on 23/2/2017 at 15:48
Yah no reason to it should not. My tries with baking often were kinda meh...
And don't forget to use shaders. You don't need much polys to make something round as long as you use them.