|
|||||
|
|
#1 |
|
Registered User
Join Date: Nov 2002
Posts: 82
Thanks: 0
Thanked 0 Times in 0 Posts
|
Rifle
Max polycounter says 686
|
|
|
|
|
|
#2 |
|
Registered User
Join Date: Nov 2002
Posts: 82
Thanks: 0
Thanked 0 Times in 0 Posts
|
wire
wire
|
|
|
|
|
|
#3 |
|
Registered User
Join Date: Mar 2003
Location: Poland
Posts: 58
Thanks: 0
Thanked 0 Times in 0 Posts
|
Modeling nice...but textures more work to be good...
greetings
__________________
Im looking freelance jobs... ---------------------------- |
|
|
|
|
|
#4 |
|
Registered User
Join Date: Nov 2002
Posts: 82
Thanks: 0
Thanked 0 Times in 0 Posts
|
quick scope update, now 800 polys
|
|
|
|
|
|
#5 |
|
Notta Member
Join Date: Oct 2002
Location: New Orleans, LA
Posts: 306
Thanks: 0
Thanked 0 Times in 0 Posts
|
Looks nice, but you could really clean it up and drasticly lower the poly-count. And you post a bigger wireframe, and i can show you what I mean.
BTW:If your using max with editable poly and then use poly counter, thats wrong. It will count any type of polys, but if you convert it to editable mesh, then poly count it, you can see the polycout as the engine would see it. Because engines usually use triangles, unless it supports quads.
__________________
Have I returned? No, not really. |
|
|
|
|
|
#6 |
|
Registered User
Join Date: Nov 2002
Posts: 82
Thanks: 0
Thanked 0 Times in 0 Posts
|
thanks goj, i wasnt sure if the polycounter was telling me what i really wanted to know. usually i use maya which says explicitly the frame triangle count.
|
|
|
|
|
|
#7 |
|
Notta Member
Join Date: Oct 2002
Location: New Orleans, LA
Posts: 306
Thanks: 0
Thanked 0 Times in 0 Posts
|
Well, you can probably cut down the polys on the handle part (where you rest on your other hand when you shoot), because there are a lot of them there. It would still have the same shape pretty much.
__________________
Have I returned? No, not really. |
|
|
|
![]() |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|