<lining up...>
caveat: you *can* make the map transparent in max, but it means mucking about with materials and I don't bother ( would if we had real normal/bump/speculation/etc mapping :-P )
I'm assuming you are asking how you line up an alpha mapped texture over a particular feature/pattern underneath that you can't see because the alpha is black - like lining up a summoning circle precisely within a ring of symbols or some wheel ruts along a road.
What I do is what four-color printers and old-fashioned cel painters did -I put registers down.
In the first example, I'd drop 3 or 4 dummies on the ring of symbols, then lay down my circle texture. I line up the circle with the register "landmarks".
Put the dummies where you need the most precision and line up on them. Then delete them (or reuse them, doesn't matter if they're in the scene as long as they aren't linked to the aurora base).
Was that what you were asking?
Edit: Far more important that poly count is shadow complexity. OTR has one model (that Arcane Space behemoth) that has an astronomical poly count (oops! Did *I* pun? ;-). However, the fewer the better, especially for common placeables. I'd try to keep it under 500, generally.
<...on his target>
Modifié par Rolo Kipp, 20 février 2013 - 04:30 .