- Feb 18, 2009
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It's called a budget. The payload cart is a high focus, gameplay oriented object. And it's not 14k triangles, it's closer to 11.5k, which let me tell you, is a big difference. The problem with your theory on "This is 2010", is that not every object is gameplay oriented. What you're missing is that you've created a detail object with the focus of a gameplay object. If you make all your models like this (and so far, that's exactly the kind of work you do), then you easily go over budget without even trying.
Oh, perhaps if you were making this for a game in another engine, something that wasn't multiplayer, and if I were your art director, I would let it slide...then again we'd be using normal maps for objects in the game and this wouldn't even be an issue in the first place. But you're not, you're working with the Source engine, so don't even give me that bullshit.
Every time I see your work it's painful to look at because you don't comprehend the idea of a budget. And you also don't pay any attention to the stylistic aspect of tf2, or the time period of the game, and you walk around talking about stuff with this high and mighty know it all attitude that you and a few members of this community could do without.
If you were my art director you would be defining some budgets, but you're not my art director, and I define my own budgets, and if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.
Now, when you talk about the time period of the game, I can't tell if you're telling me to model like it's 2006 and not to bother going above and beyond the typical tf2 game art , or whether you're actually telling me I don't pay attention to what objects fit in the tf2 timeline. In either case I shouldn't have to tell you that that is absolutely fucking ludicrous.
As for the payload cart, you're right, it is 11.5K.
also as for the optimization issue i think that most (if not all) of the little ridges on the sides and on the stairs can be done just as nicely with textures. its a beautiful model but they have a point. its a little too good looking. and all those little ridges wont be missed when the train runs you down or you're defending a point from an incoming uber in the heat of battle.
They will be, all of the pictures I've posted are of the high poly, those ridges are not geometry in the low poly.
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