The random model thread!
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Quote from Minotauro
Like.. where ? I don't like merging vertexes together cause it results in triangular shapes and I don't like working with triangular shapes.
Rick_D: Yeah, I'll add a huge exhaust and a blower with the polys left.
The main and most obveous place would be the large seam along the middle.
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[Blocked Image: http://img517.imageshack.us/img517/2486/camerahq7.jpg]
930 polys - I plan on adding some more detail to it, though.
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normal map the bolts.
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really awesome snipa:D
is it for hr?
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Quote from Pericolos0
if its for source, that would be a bad idea

Why would that be bad?
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Quote from bitmap
really awesome snipa:Dis it for hr?
It's for the map I was making for HR. Although since I'm not on HR anymore, no it's not

Also, yes it's for source. Normal maps don't really work well in Source other than for slight lighting, certainly stuff like imitating screws is not even worth attempting. Not that normal maps are any substitution for real geometrical detail anyway.

[Blocked Image: http://img519.imageshack.us/img519/6109/securityingamehw3.jpg]
Just a basic AO map.
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With the use of a normal map and an ambient occlusion map source should be just fine.
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For small details i'm pretty much following the opinion of peris, ferret.
proof:
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What is the texture size of that? And is it from a professional product? If not you should compare your work with professional quality rather then a community made prop.
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It's my work. But i don't think my normalmap was that fucked up, and ingame i guess the texture resolution was at 1024*512.
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Actually the way source handles normal maps is one of the best ways known afaik when it comes to a light mapped engine.
Lightmaps + normal mapped surfaces has always been a problem and will never look as good as with real time lighting. But source can handle normals very well.
It is indeed a matter of light placement and such. And it pretty much seems they didn't really add much of the intensity from the normal calculation probably because non normal mapped textures should blend well with normal mapped stuff.
But I'm sure it could work even better if there was some sort of multiplier option to decide the normal intensity.
The way the Grin engine works with Graw 2 is similar to the HL2 way. By calculating each pixel's lighting from 3 different directions and save the normal information of the surface into the lightmap pretty much. I'm way off understanding it totally but I think I got the general idea
and it is very much possible to cream them up that way too 
I don't know any other lightmapped game that handles it in a better way anyhow.
The way U3 renders normals is probably the same basic idea just creamed up. But I don't know. I guess they use a lot of dynamic lights in there.
I can't really agree with Peris on this anyhow. I hope it will in time be shown that Source indeed can handle normals very well under the right circumstances

But yeah of course real 3d will always beat fake 3d no matter what engine and shaders you have.

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That model looks nice but the lighting of the map doesn't do it justice, also it looks huge? Like is it supposed to be 5ft tall or is that the biggest camera ever made?
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Quote from von*ferret
poly count?
- 936 polygons since I edited the edges.
[Blocked Image: http://pix.nofrag.com/b9/3b/99d1449bae1b7e11d3035c262285.jpg]
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I can't see why you would normal map those bolts. They add like 50 polys to the model and afaik Source can easily handle 80k+ polys.
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Needs more horse.
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Quote from R_Yell
Old wagon:[Blocked Image: http://www.fistful-of-frags.com/edicion/noticias/fof21.jpg]

maybe some boxes in it and a water abrrel on the outside would be cool!
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if it's a map prop they will be added in separately?
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