[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~~
[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~~
Uuh, 2000 polys for some sandbags?
You dont have to make each individual sandbag, let the skin do some of the work or something.
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:
yea, those are nice....
but they are indeed a little bit high poly methinks...
--v
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
Yes, they seem too perfect and perfectly positioned right now.
Thats because I only made 1 bag and dublicated it.
I just need to understand how to normal map >_>
u bring a new dimension to modeling
Looks good, keep up the good work.
![]()
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 ![]()
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.
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 =)
its 70,000 kthx
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