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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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 Location: Pakistan
 
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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.
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 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.
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 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.
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 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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 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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