really, you're probably not going to be able to use half or all of the buildings/ships you posted, because they are way too high poly... cut the smooth modifier, and try modeling that way...
Josiah wrote:really, you're probably not going to be able to use half or all of the buildings/ships you posted, because they are way too high poly...
The smoothing modifiers don't export in any way/shape/form last I checked. If anything, given the apparent poly count on the pilot in comparison to the smoothed version, I think the poly counts of all the models are well within reasonable ranges so long as the collisions for the buildings are generic. Plus, have any of you seen the scion models? Their appearance and poly count seem to fit in the same range as the models Clavin is putting out.
In blender the "smooth" modifier as you know it is called the subdivision surface modifier and it can be applied at various levels of complexity. I render at a level that would be high for bz2 but I will export at a lower level.
A confusion with differing terms I imagine, what you are looking for is the smoothing that affects the normals, not the polygons,
works a treat in bz2. Normals define the direction a poly is facing for illumination purposes rather than geometry. The second model of the pilot has only one normal per face, that is why they all look flat, so you are looking for the function that adds more and slightly alters their direction to smooth the lighting of the polys together.
If you want to see what normals do, just mess with the values in an xsi, you'll soon have something that messes with your eyes and brain when you look at it. The same geometry, but the faces seem to be pointing in impossible directions.
Its only a matter of time until someone makes a "normal gun" that fires messes up polys at other players, causing them to look away from the screen...