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View Poll Results: Best Robot?
ColdRolled 1 0.91%
rrguitar - 1st Entry 0 0%
rrguitar - 2nd Entry 0 0%
swag 12 10.91%
Z-trooper 3 2.73%
Cobalt 1 0.91%
showNOmercy 6 5.45%
Tiros 16 14.55%
druggon 3 2.73%
Jedah - 1st Entry 1 0.91%
Agostinuke 9 8.18%
DeathChronx 5 4.55%
Androidtool 5 4.55%
HamBone - 1st Entry 6 5.45%
fabiodan 1 0.91%
stoopdapoop 1 0.91%
Danked 6 5.45%
HollowIchigoBanki 20 18.18%
Gekko 7 6.36%
boostermoose 1 0.91%
HamBone - 2nd Entry 2 1.82%
Jedah - 2nd Entry 4 3.64%
Voters: 110. You may not vote on this poll

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Old 06-08-2008, 12:17 PM   #11 (permalink)
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Personally I always try to go low poly simply because this is a game forum. On the other hand, going high poly isn't a bad idea, because theoretically you can use it for a normal map later on (then make a low poly version).
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Old 06-08-2008, 12:44 PM   #12 (permalink)
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Quote:
Originally Posted by swag View Post
Personally I always try to go low poly simply because this is a game forum. On the other hand, going high poly isn't a bad idea, because theoretically you can use it for a normal map later on (then make a low poly version).
If it were years ago I'd have agreed but today a highpoly model is just as important if not more so than a low poly model. With that said I still attempt to keep all my SMC entries as low poly as possible. There are some cases where a model exceeds 100k where there is no reason it should exceed 500 :/ So long as I can see the high poly model being used and it looks good and I can believe they didn't go well beyond the timelimit it gets my vote. In this case Hollows entry looks more complex than it is and he did a nice job of making that happen and he focuses on parts that matter (to me at least). Hollows entry is a good example of what I believe to be time well spent on a high poly model.

Tats...
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Old 06-08-2008, 01:00 PM   #13 (permalink)
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Smile

Quote:
Want to learn more about lowpoly modeling.. go lowpoly.. want to learn more about highpoly modeling.. go highpoly... That's about it.
its really true

Quote:
I consider useless this challange if in rules will not be polycount limitation,
because fast modellng - does not grow skill, and models have no value.
forget about it

My opinion is preconceived because I creating a lowest polycount model.
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Old 06-08-2008, 01:02 PM   #14 (permalink)
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Vote went to Androidtool
Its just a class piece of work, and I like it.
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Old 06-08-2008, 01:05 PM   #15 (permalink)
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Voted for Agostinuke, his model looked really nice, and the polygon flow was excellent. (At least I thought it was.)
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Old 06-08-2008, 06:17 PM   #16 (permalink)
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I had to go for hollow, the detail on it was just really amazing
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Old 06-08-2008, 06:22 PM   #17 (permalink)
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I agree. While I dont mind there being a no poly cap for the comp, this is after all a game art forum and there fore I would expect a good model should be game ready. I have worked in games for over 10 years and its common to be given poly budgets to work to. Any one can throw 100k polys at a model and make it look stunning but that doesn't make it practical to use in a real time game. For me much of the skill is to make some thing look as good a possible using a little as possible. You may agree or disagree with that but the fact remains that there are always limitations with game art and to have a free rain is a rare thing.

Its good to know that some like TychoCelchuuu do consider the practicality as well as the prettiness of the subject. I hope others do as well.

Thats just my 10 pence worth

P.S Please Vote Me!
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Old 06-08-2008, 06:23 PM   #18 (permalink)
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Honestly I was split between Android and Hollow. I went with hollow for the reasons I stated before and it's funny I was going to go with a bomb disposal or car assembly arm. Androids on the other hand was an original with a sleek design. I really liked them both.

Tats...
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Old 06-09-2008, 02:40 PM   #19 (permalink)
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btw can you tell us what's next or ....
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Old 06-09-2008, 02:48 PM   #20 (permalink)
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I dont know what to do next. Any suggestions?
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