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3 Dimensional Chat / Mounted Minigun

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Asteric
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Location: Geordie Land
Posted: 25th Aug 2008 21:49
Hey there, just wanted to show you my mounted mini-gun model, it still needs some work and textures but just wanted to show you how i'm doing....

.....Jake.....
Asteric
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Location: Geordie Land
Posted: 25th Aug 2008 21:50
and a VERY basic render...

.....Jake.....
Alucard94
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Location: Stockholm, Sweden.
Posted: 25th Aug 2008 22:26 Edited at: 25th Aug 2008 22:26
That's incredible high poly WAAY too many divisions on the cylinders! My eyes! THEY BURN!


dragon assasin
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Location: Wait did that shadow just move...
Posted: 25th Aug 2008 23:05
perfect for www.turbosquid.com to much for fpsc

warning i cant spell
Asteric
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Posted: 25th Aug 2008 23:10
yeah i am cleaning it now, i have already got rid of 2000 polys so it takes it t0 3500 polys, should be about 1500 polys at the most when im done

.....Jake.....
Alucard94
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Posted: 25th Aug 2008 23:17
You could easily do that with less then 1000 polys.


Violent Pigeon
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Location: London, Great Britain
Posted: 26th Aug 2008 00:05
Nice stuff, Now you just gotta make a script which will allow it to be a implaced weapon eh

My MMORPG: check out the forums at http://www.mechtec.net/forum

Asteric
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Posted: 26th Aug 2008 00:09
yeah thats the idea, gunna need some scriptin if at all possible

.....Jake.....
Crazyx
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Posted: 26th Aug 2008 05:50
Looks Great cant wait till finished

Asteric
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Posted: 26th Aug 2008 13:13
yeah, that will entireley depend on whether or not i can get the polys low enough for use in fpsc, however i have high hopes for my desert eagle that i am currently making.....

.....Jake.....
Alucard94
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Posted: 26th Aug 2008 14:47
Honestly, you can make with less then 600 polys easily.


Asteric
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Posted: 26th Aug 2008 16:23
go on then....

.....Jake.....
Alucard94
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Posted: 26th Aug 2008 16:59
I'm not starting a competition or anything. I'm just saying that you should start over with that model (re model it) with less divisions and with a thought to poly count you'll get it under 600 easily.

Don't take it as an angry comment.


Asteric
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Posted: 26th Aug 2008 20:04
well its not really for fpsc anyways....

.....Jake.....
QuothTheRaven
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Posted: 27th Aug 2008 02:21
Quote: "I'm not starting a competition or anything. I'm just saying that you should start over with that model (re model it) with less divisions and with a thought to poly count you'll get it under 600 easily.

Don't take it as an angry comment."

Of course polygon count is irrelevant, it's the number of triangles in the object that actually matter. Also, 600 polies seems far too low to keep any of the geometry in the original gun. In fact, for making a statement like that, I challenge you to actually produce a similar model in under 600 polies. Keep the barrels and body similar (certain things could be done with a texture), you don't have to hollow out the smaller barrels (should be a texture), and you can do what you wish with the tripod legs.

Osiris
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Posted: 27th Aug 2008 02:48
A triangle is a polygon...!

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 27th Aug 2008 02:56 Edited at: 27th Aug 2008 02:59
Looks good mate.

As far as the polygon discussion goes - all I can say is "don't waste polies" and of course it's good practice to model something to look good in a little polies as possible - however for this model I don't think it that important (unless you're modelling for games) The reasons to keep on your polygon count is because: it'll effect render speeds and in game it'll reduce frame rates - of course when used in a scene or in excess.

As for polies vs tris: rightly said tris are polies, however I think it depends on how you measure your model polygons - I prefer to look at my overall polygons from the program I modelled in instead of the riff raff of finding out what it'd be in triangles.

You sir have the moral ambivalence of a mutated shrimp!
QuothTheRaven
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Posted: 27th Aug 2008 03:23
Quote: "A triangle is a polygon...!"

But polygons are not (always) triangles

Osiris
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Posted: 27th Aug 2008 04:27
Huh?

Quote: "a triangle is the simplest polygon"


http://www.math.com/school/subject3/lessons/S3U2L2GL.html

See, I site my sources...even though I didn't have sources when i wrote my other response.

RIP Max-Tuesday, November 2 2007
You will be dearly missed.
QuothTheRaven
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Posted: 27th Aug 2008 05:04
A triangle is always a polygon but a polygon is not always a triangle. Who needs sources?

The point is you can have a polygon that is 1000000 triangles, or you can have a polygon that is 1 triangle. So when you're talking about how a model will perform in game, triangles are what are important.

RUCCUS
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Location: Canada
Posted: 27th Aug 2008 14:00
In FPSC's case, a polygon is always a triangle, since the objects are triangulated when they're imported. You're both right.

And Im going to have to agree with Alucard, Id say roughly 600 - 700 polygons for that model. Maybe Ill try it tonight to prove the point. Not trying to start an argument, just trying to teach.

Seppuku Arts
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Posted: 27th Aug 2008 16:16
Quote: "Quote: "A triangle is a polygon...!"
But polygons are not (always) triangles"


We know. I do polygon counts insteads of tri counts because I don't only work with polygons not specific to triangles (quads and n-gons) - for me to get a tri count I'd either have to move it to another program or triangulate my model. So I just need to know what kind of polygon count works for a game model and how much detail is needed. With a person model (main character) you could get away with 2000-3000 polygons, if not more. Older games, say like playstation games, person models would have been around 100-500 polygons.

You sir have the moral ambivalence of a mutated shrimp!
lazerus
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Posted: 27th Aug 2008 19:01
the good old days where we were satisfied with a pixelated blob as a boss


You cant improve on perfection, only arrogance -Conor Bell
Asteric
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Location: Geordie Land
Posted: 27th Aug 2008 19:08
wow this thread has turned into a competition, i am very new to 3ds max so i am sill learning loads of tecniques in which to do things. I dont doubt that it can be made in much less polys its just that i wanted it to still look like the actual model i wanted..

.....Jake.....
Alucard94
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Location: Stockholm, Sweden.
Posted: 27th Aug 2008 19:12
Quote: "its just that i wanted it to still look like the actual model i wanted.."


You could do that... With 600-700 polys.

But enough gibbering about polygons, oh and no this thread didn't turn into a competition, that is a very inaccurate term for this kind of thing, for this I would say, it turned into an argument about polygons


DB PROgrammer
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Posted: 27th Aug 2008 20:53 Edited at: 27th Aug 2008 20:54
I made this yesterday after looking at this thread, I wasn't going to post it but I decided I will.



As you can see it's just barely under 700 polys, I'm guessing someone good could get it under 600, in fact I could get it under 600 but I didn't want to spend to much time on it


I'm Pro grammer.

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