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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Erratic
    • September 2, 2007 at 5:05 AM
    • #2,541

    The rear wheels look a bit too high poly in comparison to the rest of the frame.

  • mjens
    • September 2, 2007 at 9:50 AM
    • #2,542

    Too many details in some places eg. lights, wheels...

  • fonfa
    • September 2, 2007 at 1:19 PM
    • #2,543

    yup. some unnecessary faces you got there

  • ifO
    • September 3, 2007 at 12:03 AM
    • #2,544

    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.

  • -HP-
    • September 3, 2007 at 12:27 AM
    • #2,545
    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

  • ^Slick
    • September 3, 2007 at 12:58 AM
    • #2,546

    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.

  • SnipaMasta
    • September 3, 2007 at 1:05 AM
    • #2,547
    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]

  • nooba
    • September 3, 2007 at 4:26 AM
    • #2,548

    A little temple scene I'm doing for my Tafe course

    [Blocked Image: http://quickimg.com/uploads/c0018596a638ba0e3b30eb8f67212f06.jpg]

    C&C welcome

  • Minos
    • September 3, 2007 at 7:07 AM
    • #2,549

    Nice nooba, I love the shadows

  • Wunderboy
    • September 3, 2007 at 8:40 AM
    • #2,550
    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.

  • ^Slick
    • September 3, 2007 at 10:55 AM
    • #2,551
    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. =)

  • Wunderboy
    • September 3, 2007 at 2:05 PM
    • #2,552

    [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]

  • Chunks
    • September 4, 2007 at 12:47 AM
    • #2,553

    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]

  • Wunderboy
    • September 4, 2007 at 12:56 AM
    • #2,554

    1600 seems reasobale, although as always, the ability to use LOD for your engine helps.

  • nooba
    • September 4, 2007 at 6:19 AM
    • #2,555

    thanks mino

  • Buddy
    • September 4, 2007 at 8:01 PM
    • #2,556
    Quote from Wunderboy

    1600 seems reasobale, although as always, the ability to use LOD for your engine helps.

    Yeah, and keep in mind rest of the scene as well

  • ifO
    • September 8, 2007 at 12:41 PM
    • #2,557

    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

  • Quickie
    • September 13, 2007 at 12:05 AM
    • #2,558

    [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

  • Sindwiller
    • September 13, 2007 at 3:26 PM
    • #2,559
    Quote

    anyone wanna make a racing game?

    You could contribute to Ecksdee, they'd be very glad, I think

  • Ginger Lord
    • September 15, 2007 at 7:42 PM
    • #2,560

    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]

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