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		gogodr I post too much
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				 Posted: Fri Jun 05, 2009 8:39 am    Post subject: 3Ds max TF2 Spy | 
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				Not made by me but its hella sexy ;3
 
 
 
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		hcavolsdsadgadsg I'm a spammer
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				 Posted: Fri Jun 05, 2009 3:03 pm    Post subject:  | 
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				That looks like the exact model from the game
 
 
and I'm pretty sure Valve uses XSI
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		gogodr I post too much
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				 Posted: Fri Jun 05, 2009 5:13 pm    Post subject:  | 
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				| The model was extracted using the Source SDK,
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		Spawnfestis GO Moderator
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				 Posted: Sun Jun 14, 2009 3:35 pm    Post subject:  | 
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				Haha, techonology sure goes on.
 
On my 3D character assignment we had a polycap muuuch lower than whats in that guy.  
 _________________
  
 
CLICK TO HAX MAPLESTORAY ^ !!!! | 
			 
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		hcavolsdsadgadsg I'm a spammer
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				 Posted: Sun Jun 14, 2009 9:52 pm    Post subject:  | 
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				 	  | Spawnfestis wrote: | 	 		  Haha, techonology sure goes on.
 
On my 3D character assignment we had a polycap muuuch lower than whats in that guy.   | 	  
 
 
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 I post too much
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				 Posted: Sun Jun 14, 2009 10:16 pm    Post subject:  | 
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				 	  | Spawnfestis wrote: | 	 		  Haha, techonology sure goes on.
 
On my 3D character assignment we had a polycap muuuch lower than whats in that guy.   | 	  
 
 
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 I'm a spammer
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				 Posted: Sun Jun 14, 2009 10:32 pm    Post subject:  | 
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				 	  | 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.   | 	  
 
 
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 I post too much
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				 Posted: Sun Jun 14, 2009 10:36 pm    Post subject:  | 
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				| 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 I'm a spammer
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				 Posted: Sun Jun 14, 2009 10:38 pm    Post subject:  | 
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				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 I post too much
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				 Posted: Sun Jun 14, 2009 10:40 pm    Post subject:  | 
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				| 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 I'm a spammer
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				 Posted: Sun Jun 14, 2009 10:48 pm    Post subject:  | 
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				Source engine face morphing
 
 
Also, no, not really.
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		feilen Cheater
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				 Posted: Fri Jul 17, 2009 12:10 am    Post subject:  | 
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				| 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 Member of the Year
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				 Posted: Fri Jul 17, 2009 12:19 am    Post subject:  | 
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				| Ripping = Illegal.
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		feilen Cheater
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				 Posted: Fri Jul 17, 2009 12:37 am    Post subject:  | 
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				 	  | Cryoma wrote: | 	 		  | Ripping = Illegal. | 	  
 
 
*clears throat* Extract then?
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		Cryoma Member of the Year
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				 Posted: Fri Jul 17, 2009 2:29 am    Post subject:  | 
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				| You can try making your own fan copy.
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