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Author Topic: Random, old, unfinished crap  (Read 2631 times)
Cheapy
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« on: January 10, 2004, 07:27:00 PM »

No offense intended with 'crap'..except when I refer to the crap I produced ages ago.

 
Done this around 2001. Watching that action-packed AOL 9.0 ad may consider me to model him again for max payne.

More to reveal soon.
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Gamebrain
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« Reply #1 on: January 10, 2004, 08:19:00 PM »

Lets all laugh at the "Crap!"

HAAHAHAH

just kidding
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Cheapy
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« Reply #2 on: January 11, 2004, 08:17:00 AM »

My old gargoyle head was originally going to have modeled teeth.

 
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JohnRomeroWorshiper
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« Reply #3 on: January 11, 2004, 08:52:00 AM »

those teet are awesome  
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Cheapy
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« Reply #4 on: January 11, 2004, 09:25:00 PM »

Yeah but he can still be hugged and (French) kissed.

Here are my first 3DSMax3 and Lightwave 5.6 videos ever. ENJOY EM XD

http://www.fileplanet.com/dl.aspx?/planetquake/gargoyle/crapland.zip

EDIT: They ain't on any fileserver yet, so wait a bit.
 
 [ January 11, 2004, 12:26 PM: Message edited by: CheapAlert ]
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JohnRomeroWorshiper
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« Reply #5 on: January 11, 2004, 09:33:00 PM »

what format are the videos in and how big are they, i may download them later
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Cheapy
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« Reply #6 on: January 11, 2004, 09:37:00 PM »

The video zip is 1.2mb, and they're DivX AVI's.
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Krado
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« Reply #7 on: January 11, 2004, 10:38:00 AM »

quote:
Originally posted by CheapAlert:
The video zip is 1.2mb, and they're DivX AVI's.

Cheapy you got 3DSMAX and you're using MS3D?

I like the early Gargoyle!  Why didn't you use the teeth?

Oh lord, I'll pass on the AOL man.  I see him about 10 times a day here lately...
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Cheapy
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« Reply #8 on: January 11, 2004, 04:47:00 PM »

quote:
Originally posted by Krado:
I like the early Gargoyle!  Why didn't you use the teeth?

The gargoyle's body was 600 polys, the head was 1200 or so - I had to compensate by replacing the teeth with flat planes with alpha textures representing teeth.
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Krado
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« Reply #9 on: January 12, 2004, 12:09:00 PM »

Hmmmmmm, I guess I need to be careful of the polycounts.  Both of the actors I'm working on now are over 1100 and rising!  I got the impression that depending on the game you could use from 600 to 1600 in some cases but I'm also hearing that if the same actor with a high count is used multiple times in a sector it will cause the the game lag...
I'll just have to keep tweakin'and get rid of excess faces!
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Bad Sector
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« Reply #10 on: January 13, 2004, 05:30:00 AM »

afaik, today's games has 50K-60K average polygons. Doom3 will have 200K or more (i think) :-). So don't worry :-).
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Bad Sector
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« Reply #11 on: January 13, 2004, 05:31:00 AM »

ah, of course a good game engine will decrease the polycount when the object is too far and the extra detail is not needed.
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Krado
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« Reply #12 on: January 13, 2004, 06:51:00 AM »

I saw someone from id software on G4 (Video Game Channel)talking about DOOM III and he gave the impression that some of the models had 10 thousand polys.  The tutorials I've read must be old they make out like 1600 is almost too many.  Maybe I should keep the count in mind if the game is a few years old...  Thanks Bad Sector!
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Cheapy
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« Reply #13 on: January 13, 2004, 12:59:00 PM »

They used 10k+ poly models to make the normal maps for their then reduced 2000 poly models.
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Krado
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« Reply #14 on: January 13, 2004, 06:36:00 PM »

quote:
Originally posted by CheapAlert:
They used 10k+ poly models to make the normal maps for their then reduced 2000 poly models.

Ok!  I'm gonna play it safe and make the MAX 1600.  I think I can keep 'em under that...  
I've spent the day choppin' out unnecessary faces without creating flat spots.  That is so much fun!
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