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#791 |
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thanks tomato, but im not exporting it into the source engine.
Just making it for learning and fun. |
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#792 |
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PR:BF2 Contributor
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I know, i was just telling you there was a modeling tutorial that shows you how to make a real model, and if you wanted to take it a step further i would give you the links to that.
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#793 |
![]() Join Date: Sep 2008
Posts: 158
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![]() An early WIP of my Dardo IFV, it's about 40% complete so far. I've been optimising it like hell, and it's a mere 5, 100 poly's so far (11,437 tri's). The chinks in the armour are a lot better physically modelled than normal mapped in my opinion, and they take barely any poly's up |
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#794 |
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#795 |
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PR:BF2 Contributor
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#796 | |
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PR Artwork Team
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Quote:
Hate to break it to you noobage, but 11,437 tris is a polycount of 11,437. The bf2 engine converts everything into triangles so the tricount is what you need to watch. Its not all bad tho because you can take an AO bake and a normal map bake off the higher poly model which will make texturing a lot easier, but your base model needs to go on a serious triangle diet...... | |
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#797 |
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PR:BF2 Contributor
![]() Join Date: Feb 2009
Posts: 3,079
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Yeah, there is a load on there that should be baked rather than modeled, namely the small extrusions on the plates.
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#798 | |
![]() Join Date: Sep 2008
Posts: 158
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#799 |
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PR:BF2 Contributor
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#800 |
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PR Contributor
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Every model in the scenes folder, a.k.a The whooooole shit! :P
1600x1200, ~900kb http://i279.photobucket.com/albums/k...ver/rdr5-2.jpg |
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