Does anyone Know in which dimensions the models must have for cryengine3? Real dimensions or scale 1:2???
After i seen how many work donoteat have to do on the map, i?ve start to moddle an traffic light. I think it look?s very good. Did the BeamNG modders like i will give you the moddels after finish for use on the map. When BeamNG are interested please send me an PM. Here some Pics.... what are you think about? View attachment 408 View attachment 409 View attachment 410 View attachment 411 View attachment 412 View attachment 413 View attachment 414 View attachment 415
Way, way, way, way too obscenely high poly to ever be used in a game. Yet simultaneously useless as an actual high poly model to bake normal maps from because the beveled edges are too tight to even show up.
Something like this should only have like 30 vertices (8 for the box, 7 for each of the little light covers is what i would do) Then the rest should be done with a combination of a texture for colors, and a normal map to give more depth to things like the roundness of the lights, and details around the edges. This model is to ludicrously high poly for real time use.
What did you think how many poly are the maximum for use in game? Later i will look how many poly it have.
Now it doesn't look like a traffic light because the lights aren't round. The proper way would be to leave the surface flat and texture the lights in. You'd also bake normal maps from a high res model to incorporate more details and rounded corners without having to model them in the final game mesh. It seems like you don't have any experience with game art - it's very different from CAD modeling or high end 3D. It'd probably be best if you left these things to those of us who are more experienced.
Ok. I?will stop with model the traffic light. it?s very difficult to model an object without concrete facts. i?ve modeled for many years for Midtown Madness and Street Legal Racing. So i have a little bit experience of game art. But it isn?t a problem for me. I just wanted to offer my help.
Look at the reply i posted to your original post on the previous page. I told you exactly how to do it, and the exact poly count you should use for each part of the light.