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Old 03-29-2007, 05:23 AM   #11 (permalink)
Pixel. Vertex+
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oh bugger
guess i loose
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Old 03-29-2007, 06:59 AM   #12 (permalink)
loves polygons
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You should optimize it. Cut some tris where you don't need them and take out some parts. It's nice that you have so much detail there... but maybe you can make the one that is inside from simple planes and alpha textures.
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Old 03-29-2007, 07:35 AM   #13 (permalink)
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I cant go back and do much with it the hole mesh is one now sadly, i can still pop it in my mod, but i wont use it here...
I started again this is 336 poly counting tri i need to really work on my optimization
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Old 03-29-2007, 07:37 AM   #14 (permalink)
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Pity about the first model then D;

But I'm sure your next will be as good if not better
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Old 03-29-2007, 08:03 AM   #15 (permalink)
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Old 03-29-2007, 08:15 AM   #16 (permalink)
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Looks like a solid start
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Old 03-29-2007, 09:17 AM   #17 (permalink)
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2700poly/tri
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Old 03-29-2007, 09:22 AM   #18 (permalink)
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It looks good but sort of generic... It needs something extra to stand out
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Old 03-29-2007, 09:57 AM   #19 (permalink)
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comparison for those interested
frame car is well over 5000tri

Last edited by tkaza; 03-29-2007 at 10:16 AM.
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Old 03-29-2007, 10:38 AM   #20 (permalink)
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I really don't think your original was unsalvageable. You could save a lot of geometry by using intersecting meshes, especially if you intersected the ribs with the top/bottom rails. Making a unified mesh is very unnecessary on most mechanical models and usually significantly inflates your polygon count higher than it has to be.

Additionally if you don't like modifying models after you have attached all of the pieces to a single object then you might consider improving your workflow so that you have multiple files to go back to. Furthermore you really don't need to collapse geometry into 1 object for mechanical items. It's something you generally only need on meshes that need to be weighted together for skeletal animation.

Not trying to rail on mistakes here, I just liked your original model a lot more.
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