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Sandbags~

  • st0lve
  • November 2, 2004 at 4:10 PM
  • st0lve
    • November 2, 2004 at 4:10 PM
    • #1

    [Blocked Image: http://www.st0lve.net/pictures/sandbags01.jpg]

    2160 polys D:! (each is 144 polys)

    I need to cut down abit~

    Skinning is up next after the optimizing~~

  • insta
    • November 2, 2004 at 4:44 PM
    • #2

    Uuh, 2000 polys for some sandbags?

    You dont have to make each individual sandbag, let the skin do some of the work or something.

  • st0lve
    • November 2, 2004 at 4:48 PM
    • #3

    Or just normal map it

    I think I got to normal map it..

    Or just make some simple ones aswell.

    But remember its all practice :wink:

  • Skjalg
    • November 2, 2004 at 8:42 PM
    • #4

    yea, those are nice....

    but they are indeed a little bit high poly methinks...

    --v

  • kleinluka
    • November 2, 2004 at 9:38 PM
    • #5

    well you could probably use those polys and convert them into normal map cause 2160 polys for sandbags is indeed a bit heavy Try adding some weight to them too. They look too static right now, some of the sides should hang down a bit and not be as even and straight as they are right now

  • tnoh
    • November 2, 2004 at 9:54 PM
    • #6

    Yes, they seem too perfect and perfectly positioned right now.

  • st0lve
    • November 3, 2004 at 3:01 PM
    • #7

    Thats because I only made 1 bag and dublicated it.

    I just need to understand how to normal map >_>

  • OL
    • November 3, 2004 at 7:53 PM
    • #8

    u bring a new dimension to modeling

  • Taylor Swift
    • November 5, 2004 at 11:47 AM
    • #9

    Looks good, keep up the good work.

  • Mazy
    • November 5, 2004 at 1:15 PM
    • #10
    Quote from OL

    u bring a new dimension to modeling

  • patriot
    • November 23, 2004 at 7:56 PM
    • #11

    ARGH! to many polys! 200MAX

    make it into one mesh, sandbags tend to fall toghether when you lay them on eachother, they arent like überfluffy pillows

  • st0lve
    • November 23, 2004 at 10:03 PM
    • #12

    helloes no one even cared about polycount.

    And its not even for HL, its just practice.

    And HL2 can handle pretty high pc's, but they are to ugly to be added into anything.

  • kleinluka
    • November 23, 2004 at 11:13 PM
    • #13

    just because hl2 can handle 40 000 model polys doesnt mean you have to use them up on a sandbag model

    but its definitely a good start so g0g0g0. keep going =)

  • InsaneSingingBlender
    • November 23, 2004 at 11:57 PM
    • #14

    its 70,000 kthx

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