Thanks for the help. I have enough info to get them started. The prefab tool: http://www.closier.nl/prefab/ is exactly what I needed. I'll send them the link and tell them to make the model look good in there.
My buddy told me about seeing the away3d presentation at Max. Otherwise I would have built it in pv3. Thanks again, -K On Nov 28, 11:44 am, Jerome <[email protected]> wrote: > "Is there a certain terminology I should use when communicating with > the client when describing how they need to optimize?" > > This model can probably be cut to 1/10th of the polys. For real-time > engines, you need to tell them to model as if this was going into a > low-end game engine (think Wii not xbox.) What I always say is not to > reduce the poly count of a high-res model. Just model from scratch > using the least polygons possible and bake details into textures. One > nice tool to integrate into the pipeline is PreFab. The modelers can > use it to test their models in the Away3D engine and see how they will > look and perform. They can even tweak UV mapping, bake shadows, etc. > Prefab is brilliant and will save you a lot of time! > > Using normal maps will help with curved/organic objects. If you are > not familiar with them, normal maps are rendered using a high-res > model and then applied to a low res-version. The data is used to > calculate shading and makes the object look high-res and smooth the > sharp edges of low triangle model. There are demos of using normal- > maps in Away3D in the source code, they do impact performance. > > If you still need high poly count, then you should look at Unity, at > least until next year when molehill is released. > > ath. > > Jerome.
