Re: Shipset designing, Tips, Tricks, and Issues
Something to remember when modeling is that directx triangulates a model. So if you've got a model that has 1000 polys but they are all quads your number of faces will double when you export to .x.
From what I've seen looking at the stock ships (though I've not looked at them all) 1300 faces (triangles) seems to be the top end with most averaging around 400 to 600.
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