I think I will make a turret based on this for my next android game. While trying to work with the turret in unity I had some problems and made a lot of changes so far.
The next will sound like big time critics, but I think the turret is really great. It is just the mesh topology and some little problems:
Try to not use more than one mesh in one object. That leads to faces that will be calculated by GPU, but that are never visible. Like the small 3 boxes in each corner on the upper base structure and so on.
Also it is going to be real hard to texture. Between two meshes in one object it is hard/impossible to paint directly on the model with clone brush and making the seams perfekt looking.
If you have one completely closed mesh with no seperate meshes in one object this is best to work with and bring it into the game.
One more thing, if you set the origin of the turret so that it can be a hinge, one can easily start adding the AI for targeting and moving the upper turret.
If you want, I can send you my reviewed version, the you will see what I mean.
you can export QObjects to qml and call their metafunctions. Q_Propertys with READ WRITE NOTIFY are even bindable. Same for QStandarditemModel (with some effort).
~ Similar code (out of memory):
A Class with an invokeable function as example :
public class MyClass : public QObject
{
public:
...
// All QVariant Types can be returned or taken as parameters
Q_INVOKABLE QMap<int, String> wickedFoo (String a, int b, float c);
Pretty awesome work Nazzy!
Most stuff I had to whine about for the other turrets - this time done quite perfect!
Maybe I will base a turret on this design, refactoring this to a lower poly count and combined meshes in objects.
Your modeling skills have improved a lot! Respect buddy!
Yours,
Captain Crunch
Awesome and stunning turret!
I think I will make a turret based on this for my next android game. While trying to work with the turret in unity I had some problems and made a lot of changes so far.
The next will sound like big time critics, but I think the turret is really great. It is just the mesh topology and some little problems:
Try to not use more than one mesh in one object. That leads to faces that will be calculated by GPU, but that are never visible. Like the small 3 boxes in each corner on the upper base structure and so on.
Also it is going to be real hard to texture. Between two meshes in one object it is hard/impossible to paint directly on the model with clone brush and making the seams perfekt looking.
If you have one completely closed mesh with no seperate meshes in one object this is best to work with and bring it into the game.
One more thing, if you set the origin of the turret so that it can be a hinge, one can easily start adding the AI for targeting and moving the upper turret.
If you want, I can send you my reviewed version, the you will see what I mean.
Anyways: Fantastic artwork!!
Greetz,
Captain Crunch
Hi nice work.
But the textures are not included in the blend file =(
Hi bart,
you can export QObjects to qml and call their metafunctions. Q_Propertys with READ WRITE NOTIFY are even bindable. Same for QStandarditemModel (with some effort).
~ Similar code (out of memory):
A Class with an invokeable function as example :
public class MyClass : public QObject
{
public:
...
// All QVariant Types can be returned or taken as parameters
Q_INVOKABLE QMap<int, String> wickedFoo (String a, int b, float c);
...
}
C++:
MyClass *obj = new MyClass();
declarativeview->rootContext()->setContextProperty("myClass", obj);
QML:
var cppResultMap = myClass.wickedFoo(a, b, c);