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FPSC Classic Models and Media / 2 free standing light models fpsc ready

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Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 23rd Aug 2006 20:32 Edited at: 23rd Aug 2006 20:36
well, here they are, one is smooth, the other rough, i would liked to be mentioned in the credits, but since i just started modeling, and it's pretty basic, you don't really have to, but, anyhow, enjoy.

tell, me wat you think, i need feedback to model stuff better.

edit: it looks like it has no texture, but it has a grayish texture, sorry i can't texture at all, i need to learn somehow.

3.2 Ghz PD Processor, 2 GB of (667 Mhz) RAM, 10,000 RPM HD,
ASUS GeForce 7950 GX2 (1 GB of onboard video memory)

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Silent Thunder
18
Years of Service
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Joined: 6th Feb 2006
Location: The Ship
Posted: 23rd Aug 2006 20:32
here is the download, put in entitybank/user.

3.2 Ghz PD Processor, 2 GB of (667 Mhz) RAM, 10,000 RPM HD,
ASUS GeForce 7950 GX2 (1 GB of onboard video memory)

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FredP
Retired Moderator
18
Years of Service
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Joined: 27th Feb 2006
Location: Indiana
Posted: 23rd Aug 2006 23:26
Not bad at all.Especially for someone who just started.

Silent Thunder
18
Years of Service
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Joined: 6th Feb 2006
Location: The Ship
Posted: 24th Aug 2006 01:00
thanks, i just wish lithunwrap would work so i could texture better.

3.2 Ghz PD Processor, 2 GB of (667 Mhz) RAM, 10,000 RPM HD,
ASUS GeForce 7950 GX2 (1 GB of onboard video memory)
Stamina
18
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Joined: 30th May 2006
Location:
Posted: 24th Aug 2006 01:03
They look nice,,but I bet the poly count is huge using cylindrical modeling.
Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 24th Aug 2006 01:12 Edited at: 24th Aug 2006 01:18
i dont really know anything about what the poly count shout be but

the rough one is:520 Pollies

the smooth one is:8640 Pollies!!!!!!


lol, i never looked at that, that would probabally crash the engine, sorry, i didn't think smoothing whould to that, uh, ill have to keep that in mind next time .

Edit: does anyone know of a way or a program to reduce polly counts, because 7 of my other models are 500-2000 pollies, which obviously isn't good.

3.2 Ghz PD Processor, 2 GB of (667 Mhz) RAM, 10,000 RPM HD,
ASUS GeForce 7950 GX2 (1 GB of onboard video memory)
SpyDaniel
18
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Joined: 4th Feb 2006
Location: United Kingdom
Posted: 24th Aug 2006 02:42
You cant and if you do, your model with deform. You have to model low poly, or you wont get your stuff into games.
Disturbing 13
19
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 24th Aug 2006 03:07
Milkshape can take a nonanimated .x file and reduce the pollys, then be reexported as a .x

If its a character then 2000 is fine

Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 24th Aug 2006 04:44
o well, i guess ill just have to watch the poly count when im making stuff, im going to shoot for 500 max. pollies.

3.2 Ghz PD Processor, 2 GB of (667 Mhz) RAM, 10,000 RPM HD,
ASUS GeForce 7950 GX2 (1 GB of onboard video memory)
FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 24th Aug 2006 05:14
If you used Milkshap to make a cylinder you can just change the number of stacks to 1 unless you plan on bending the cylinder.
That will seriously reduce the number of polygons you have in a model.

Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 24th Aug 2006 07:13
im not uing milkshape, i was using anim8or

o well, maybe ill remake them.

3.2 Ghz PD Processor, 2 GB of (667 Mhz) RAM, 10,000 RPM HD,
ASUS GeForce 7950 GX2 (1 GB of onboard video memory)
Screwed Over
18
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Joined: 9th Jul 2006
Location: nowhere and everywhere
Posted: 24th Aug 2006 14:25
if u use a program discreetly called "polygon reducer" that might do it i think it costs tho...

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