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wanting wireframes from modern games

  • capone_adam
  • August 28, 2005 at 10:13 PM
  • capone_adam
    • August 28, 2005 at 10:13 PM
    • #1

    I know theres a thread in textures section that gives examples of official HL2 textures but is there not anything for models?

    Essentially, I am really after wireframes of characters from modern games such as HL2, res evil 4 or next gen. In particular, females. Any help would be much appreaciated.

  • skdr
    • August 28, 2005 at 10:19 PM
    • #2

    You can browse HL2 models in Half-Life Model Viewer which comes with Source SDK if you own HL2...

    Pretty good app.

    [Blocked Image: http://img176.imageshack.us/img176/3615/hlmw6tj.jpg]

  • capone_adam
    • August 28, 2005 at 10:23 PM
    • #3

    I don't own HL2 Thanks for the shot. I feel a bit cheeky for asking but if anyone could do a close up of alyx's head in wireframe mode that would be super

  • skdr
    • August 28, 2005 at 10:31 PM
    • #4

    http://img374.imageshack.us/img374/4138/hlmw25bh.jpg

    I hope this helps

  • capone_adam
    • August 28, 2005 at 10:33 PM
    • #5

    thanks for that!

  • ReNo
    • August 28, 2005 at 11:33 PM
    • #6

    Here are a couple of mossman for the sake of completion

    http://www.snarkpit.net/pits/reno/random/mossman1.jpg

    http://www.snarkpit.net/pits/reno/random/mossman2.jpg

  • insta
    • August 28, 2005 at 11:54 PM
    • #7

    And here's a wireframe of a couch, since I'm such a helpful fellow

    [Blocked Image: http://img116.imageshack.us/img116/6556/couch7hv.jpg]

  • Hipshot
    • August 29, 2005 at 12:43 AM
    • #8

    I wanna help out too!

    [Blocked Image: http://img372.imageshack.us/img372/3619/tvy8is.gif]

  • insta
    • August 29, 2005 at 12:48 AM
    • #9

    Sheesh, what's the polycount there? Or tricount, as you quake mappers say (or so I hear )

  • Hipshot
    • August 29, 2005 at 1:05 AM
    • #10

    Triscount here is ~270k.

  • Belgarion
    • August 29, 2005 at 6:02 AM
    • #11

    I actually tried to load that map recently and couldn't get it to work. something about version 1 should be 40 something.

  • Minos
    • August 29, 2005 at 6:31 AM
    • #12

    Hey hipshot, where do I find ingame pics of that ? I tried your site but there's only a small shot :/

  • capone_adam
    • August 29, 2005 at 10:07 AM
    • #13

    This may be far fetched but are there any websites devoted to actual game wireframes?

  • Kosmo
    • August 29, 2005 at 11:31 AM
    • #14

    Well, I'd figure that someone might have a site dedicated to models so they might have wireframes, but you have to understand that wireframe/flatshaded doesn't mean shit in this normalmapped trend thesedays.

    Besides, as informative, wireframes are one of the worst place to look for how models are built, model loses depth when rendered wireframe. I'd put my money on flatshaded and smoothshaded models, maybe if lucky, some Maya freak might have smooth /w frames rendered from his models.

  • Evert
    • August 29, 2005 at 11:48 AM
    • #15

    Trend, you make it sound like something overhyped and unnecesary.

    And why doesn't that mean shit because of normal maps?

    Wire frames can help a lot, and yeah you may not see depth as well in wireframe as in flatshaded, but there are other things that are easier to see in wireframe.

  • Kosmo
    • August 29, 2005 at 12:16 PM
    • #16
    Quote from Evert

    Trend, you make it sound like something overhyped and unnecesary.And why doesn't that mean shit because of normal maps?

    Wire frames can help a lot, and yeah you may not see depth as well in wireframe as in flatshaded, but there are other things that are easier to see in wireframe.

    Trend 'The general direction in which something tends to move.'

    I'm sorry if you have such an image in your head that trend means overhyped and unnecessary, but it is actually the current trend, one of the driving forces of graphics and clearly the bleeding edge of current- and next-gen.

    Wireframes and flatshades don't mean shit for the general outcome of the model, actually what I have seen is that polycounts have actually dropped, and don't rise as fast as it did few years ago. Normalmaps and textures have taken the position for carving out the general detail in the model and polygons have taken a step back, these days they are much more functionality oriented than detail oriented.

  • Evert
    • August 29, 2005 at 12:25 PM
    • #17

    I'm sorry if you think you are earning someones respect by acting up and beeing a total prick to each and everyone ALWAYS.

  • Kosmo
    • August 29, 2005 at 2:42 PM
    • #18
    Quote from Evert

    I'm sorry if you think you are earning someones respect by acting up and beeing a total prick to each and everyone ALWAYS.

    Sorry you feel that way. You should remember that prettymuch everything said here and every other forum are opinions, views are biased and they usually come from users own experience.

    (disclaimer. Everything said in this forum are opinions, opinions may be discussed and debated, but they may not be changed)

  • DaanO
    • August 29, 2005 at 4:20 PM
    • #19

    And i always thought the point of a discussion was the changing of opinions, not just an exchange of opinions ;O

  • kleinluka
    • August 29, 2005 at 5:22 PM
    • #20
    Quote from Kosmo

    but you have to understand that wireframe/flatshaded doesn't mean shit in this normalmapped trend thesedays.

    And you have to understand that you are totally wrong.

    I don't know where and how you get the idea that just because an additional render pass is added to an object, that this somehow makes it less important how the mesh is built.

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