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3 Dimensional Chat / usp tactical highpoly

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dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 21st May 2005 08:28
heres a h&k usp tactical

its just under 4k polys not ideal for any games that plan on running over 10fps, i think its pretty accurate the only things that i could do to waste polts is carve in the front of the gun frame to ocomodate the barrel, and shell ejector area is a lil crude but it does the job, heres a flatshade and wireframe of it.





mm0zct
21
Years of Service
User Offline
Joined: 18th Nov 2003
Location: scotland-uk
Posted: 21st May 2005 09:01
it might be high polly bit it puts mine to shame lol, nice work

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John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 21st May 2005 14:37
Some of the faces show up and look a bit funny, why didnt you render it? Anyhow - nice model, as always


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dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 21st May 2005 19:21
it is now




Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 21st May 2005 19:30 Edited at: 21st May 2005 19:31
cool, the first image looks like it has a slight spline prob, which seems to be solved in the new render (maybe the renderer hid the prob i dunno)

[Edit] I notice from the wireframe that the surfaces have been triangulated which would explain the spline look

Anyways a great model

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STALKER
19
Years of Service
User Offline
Joined: 16th Apr 2005
Location: Help! I\'m stuck in the printer!
Posted: 21st May 2005 22:13 Edited at: 21st May 2005 22:16
There is a LOT of pinching in both the viewport and the rendered pics. Fix that up.

Edit - To give you the benefit of the doubt, it could just be the smoothing groups. There are a couple that shouldnt be the way they are, but the bottom of the grip might be smoothing related.Slap a texture on and it should be just fine.

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