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#thatspaceproject

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Lind Whisperer

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Well, that's one Light spaceship built and a lot of polygons deleted. Currently, it's at about 14k, down from 22 or so. Which...is still probably way too high for a multiplayer game. But it's low enough I can say "Close enough for the moment," and move on to the next step - modeling the first playing map.

23950305120_32f7820912_c.jpg

You can't see it in either of these photos, but the cockpit computer is lit.

 

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A "night" version, showing engines/running lights(and a tiny bit of glow from the cockpit computer screen). I'll probably need to add some glow to the guns, but I'll leave worrying about that until I'm actually programming the shooting function.

 

EDIT: ...And I've just know realized the silliness of thinking I could use a 14k model for testing functions. :facepalm: I guess I'll just make #885 Space Scooter and use that. I imagine that'll be...still probably a good two or three hundred polygons more than desirable, even if I shave off all visible studs, but it should work at least a little better...

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You could always try just culling more polygons. Honestly, I bet you the studs alone can be reduced to about 17 polygons each if you still want to keep that level of detail.

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