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Showing content with the highest reputation on 11/01/2011 in all areas

  1. Chip, Chipmunk, Chippy, countless names for what could be the most famous trainer plane ever. We're pleased and proud to announce the developpement of the DHC-1. That payware plane will be released shortly : it's gonna be very FPS friendly, very unexpensive, and its flight model will be (actually...is) as accurate as it gets. Khamsin is working hard to have it as eye-candy as XP allows and I'm giving the last hand to sharpen systems and over-all experience. Main features : - VERY FPS-Friendly - Bullet-proof accuracy - A joy to fly (well, that's not because of us, it's out-of-the-box ! but worth mentionning) - Perfect VFR plane with astounding panoramic view and "hand-free" behaviour - Khamsin's 3D artwork (needs no more comment! see his blog and the T28) - release will occur in a matter of days/weeks - no DRM whatsoever Our main goal (apart from validating some new concepts as for work-flow) is to provide you with a very affordable-accurate-beautiful plane, so that most of you can enjoy a real "good" payware whatever his hardware, wallet status, or flying skills. More to come soon !
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  2. both modellers are equally capable when applied to the same problems; blender makes you think more, sketchup spends a few vertices to free the author from caring - it's definitely capable of creating more efficient meshes than the one shown... one easy optimization for the ramp is to allow the polygons to intersect each other, they're not solid objects and the end result may be acceptable when suitably textured. (though it probably wont auto bake so well if its made of intersecting shapes) The poles definitely should not be attached to the floor. They should be entirely separate objects, cylinders with open ends. Ultimately, blender is the better tool for games modelling, sketchup is the first thing I go to if I want to help someone visualize their renovations. There are useful modelling ops that blender can do that sketchup simply doesn't.
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