The rear wheels look a bit too high poly in comparison to the rest of the frame.
The random model thread!
-
-
Too many details in some places eg. lights, wheels...
-
yup. some unnecessary faces you got there
-
hrm why? 6000 isn't much and the details are where they should be, wheels should be as round as possible if they are big and will be at the players eye-level, the frame shape is simple but it looks smooth and 'right' and has all the detail it needs. wtf are you guys on about. it's a nice clean mesh.

-
Quote from ifO
hrm why? 6000 isn't much and the details are where they should be, wheels should be as round as possible if they are big and will be at the players eye-level, the frame shape is simple but it looks smooth and 'right' and has all the detail it needs. wtf are you guys on about. it's a nice clean mesh.

qft
-
Well it really depends on what's it's being used for and the environment its in, you could shave off some polys without much, if any quality loss but I'd sad keep it as I'm sure any engine would be able to handle it.
-
Quote from ifO
hrm why? 6000 isn't much and the details are where they should be, wheels should be as round as possible if they are big and will be at the players eye-level, the frame shape is simple but it looks smooth and 'right' and has all the detail it needs. wtf are you guys on about. it's a nice clean mesh.

He was probably talking about this:
[Blocked Image: http://img159.imageshack.us/img159/5644/trpi6.jpg]
-
A little temple scene I'm doing for my Tafe course
[Blocked Image: http://quickimg.com/uploads/c0018596a638ba0e3b30eb8f67212f06.jpg]
C&C welcome
-
Nice nooba, I love the shadows

-
Quote from ^Slick
Well it really depends on what's it's being used for and the environment its in, you could shave off some polys without much, if any quality loss but I'd sad keep it as I'm sure any engine would be able to handle it.
Well as it's for DoD:S you have the benefit of LOD so you could quite quickly start swapping out lower poly versions with less detail.
6000 polys is nothing for a DoD:S map model as long as you start kicking the LOD in nice and early. Heck, the default tiger tanks is like 11,000 polys at LOD 0 and the Pak 40 I made was 8300.

-
Quote from Wunderboy
Well as it's for DoD:S you have the benefit of LOD so you could quite quickly start swapping out lower poly versions with less detail.
6000 polys is nothing for a DoD:S map model as long as you start kicking the LOD in nice and early. Heck, the default tiger tanks is like 11,000 polys at LOD 0 and the Pak 40 I made was 8300.

Yeah, exactly. =)
-
[Blocked Image: http://img67.imageshack.us/img67/8646/suitfrontfj0.th.jpg] [Blocked Image: http://img83.imageshack.us/img83/6797/suitbackzw9.th.jpg]
"rush job" for something being show at the Austin GDC. Had a week to design, model, rig, animate, uv unwrap, texture, normal map, compile, bleh.

3400 polys (it's for Multiverse), some textures and those Normal maps you kids love so much these days.
This is what it's replacing (thank God!)
[Blocked Image: http://img293.imageshack.us/img293/97/spacesuitgamma1py0.th.jpg]
-
This is just a quick prop I made for a map i'm working on, it's a subway ticket gate and sign. The sign will end up as a separate prop. My main concern is tri count, is 1650 decent?
Any comments welcome, I'll probably start to skin it soon.
[Blocked Image: http://i93.photobucket.com/albums/l53/chunks4123/WIP/ticket3.jpg]
-
1600 seems reasobale, although as always, the ability to use LOD for your engine helps.
-
thanks mino

-
-
Hmm yeh, but that's hardly a lot Snipa and the only one I see that is actually bad would be the bit you've circled in the long rectangular highlight.
Lovely stuff from Nooba and Wunderboy

-
[Blocked Image: http://quickie.corporationmod.com/3d/sr_render1.jpg]
[Blocked Image: http://quickie.corporationmod.com/3d/sr_render2.jpg]
anyone wanna make a racing game?

they are around 190tris each (trying to stay under 200 tris each) more ships, textures and whatnot tomorrow
also i have to name them all, ohwell
-
Quote
anyone wanna make a racing game?
You could contribute to Ecksdee, they'd be very glad, I think

-
Finally got around to getting back to my Atom, slowly working forwards. Lots and lots left.
[Blocked Image: http://img526.imageshack.us/img526/4348/atom1ha6.jpg]
[Blocked Image: http://img503.imageshack.us/img503/825/atom2ll5.jpg]
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!