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3Ds max TF2 Spy

 
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gogodr
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PostPosted: Fri Jun 05, 2009 8:39 am    Post subject: 3Ds max TF2 Spy Reply with quote

Not made by me but its hella sexy ;3

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hcavolsdsadgadsg
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PostPosted: Fri Jun 05, 2009 3:03 pm    Post subject: Reply with quote

That looks like the exact model from the game

and I'm pretty sure Valve uses XSI
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gogodr
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PostPosted: Fri Jun 05, 2009 5:13 pm    Post subject: Reply with quote

The model was extracted using the Source SDK,
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Spawnfestis
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PostPosted: Sun Jun 14, 2009 3:35 pm    Post subject: Reply with quote

Haha, techonology sure goes on.
On my 3D character assignment we had a polycap muuuch lower than whats in that guy. Razz

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CLICK TO HAX MAPLESTORAY ^ !!!!
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hcavolsdsadgadsg
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PostPosted: Sun Jun 14, 2009 9:52 pm    Post subject: Reply with quote

Spawnfestis wrote:
Haha, techonology sure goes on.
On my 3D character assignment we had a polycap muuuch lower than whats in that guy. Razz


It's nice, because modern GPU's can push such a hilariously high amount of tri's these days.

I'm sure you'd find that most cards will eat a couple million raw tris for breakfast. Scenes in Crysis often topped a couple million or sometimes more.
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Slappy101
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PostPosted: Sun Jun 14, 2009 10:16 pm    Post subject: Reply with quote

Spawnfestis wrote:
Haha, techonology sure goes on.
On my 3D character assignment we had a polycap muuuch lower than whats in that guy. Razz


Game models are almost always triangulated or else they don't work so that adds a large addition to the poly-count.
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hcavolsdsadgadsg
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PostPosted: Sun Jun 14, 2009 10:32 pm    Post subject: Reply with quote

Slappy101 wrote:
Spawnfestis wrote:
Haha, techonology sure goes on.
On my 3D character assignment we had a polycap muuuch lower than whats in that guy. Razz


Game models are almost always triangulated or else they don't work so that adds a large addition to the poly-count.


I believe triangles are faster to process, because you're sending less verticies at a time. (3 vs 4)

Also, you're only sending 1 per triangle after you draw the first triangle typically. http://en.wikipedia.org/wiki/Triangle_strip
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Slappy101
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PostPosted: Sun Jun 14, 2009 10:36 pm    Post subject: Reply with quote

He was saying that they had to have a lower poly-count than that though, if you triangulate a mesh all the quads get cut in half doubling the amount of faces used.
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hcavolsdsadgadsg
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PostPosted: Sun Jun 14, 2009 10:38 pm    Post subject: Reply with quote

Also, most GPU's probably end up converting it all to triangles internally, anyway.

A quad is likely going to be rendered as a tri-strip, save for exotic highend cards.
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Slappy101
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PostPosted: Sun Jun 14, 2009 10:40 pm    Post subject: Reply with quote

Oh well, also, what's up with his face? are there too many polygons for them to be visible? Cause it looks like that'd be way too much for a game.
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hcavolsdsadgadsg
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PostPosted: Sun Jun 14, 2009 10:48 pm    Post subject: Reply with quote

Source engine face morphing

Also, no, not really.
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feilen
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PostPosted: Fri Jul 17, 2009 12:10 am    Post subject: Reply with quote

Hey, can you rip some models from L4D? I know how to manifold, and I can make them 3d-printable :3
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Cryoma
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PostPosted: Fri Jul 17, 2009 12:19 am    Post subject: Reply with quote

Ripping = Illegal.
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feilen
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PostPosted: Fri Jul 17, 2009 12:37 am    Post subject: Reply with quote

Cryoma wrote:
Ripping = Illegal.


*clears throat* Extract then?
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Cryoma
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PostPosted: Fri Jul 17, 2009 2:29 am    Post subject: Reply with quote

You can try making your own fan copy.
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