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Old 03-03-2007, 10:58 PM   #601 (permalink)
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Well, I decided to start this WW2 TNT charge earlier this evening, and this is where Im currently at with it:



It’s not completely identical to it’s real life counterpart, but this was mostly done for practice, so... Yeah.
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Old 03-03-2007, 11:26 PM   #602 (permalink)
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Originally Posted by funkdelic View Post
nice stuff talon, fat dudes are diffult to rigg ...
Just found out, heh.

Got him going pretty good now, though

Fleistad: Awesome texturing. Model's a little boring, but I guess that can't really be helped.
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Old 03-04-2007, 12:11 AM   #603 (permalink)
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Dude: I'm making a prop for a Source Mod. What is better, make it with polys or triangles to more optimization?
For future reference everything that is rendered in 3D is rendered in triangles. The concept of quads and n-gons is purely done for editing organization (and to a less noteable estent, subdivision.)

Rendering a real quad would lead to problems like bowtie polygons due to the fact that polygons with more than 3 sides are not inherintly planar, which is why its always simplified to triangles for rendering. Even nurbs patches are subdivided into triangles for rendering.

The primary reason people prefer quads is because as a modeler it is visually a lot cleaner and more organized to work with. Additionally some subdivision algorithms also have some problems subdividing triangles but not all (XSI and Mudbox for example will subd triangles without many reprocussions.)

So basically, if you plan to subdivide your model, go ahead and stick with quads. Otherwise just use whatever you want. Most people use both quads and tris (when appropriate) in the same mesh to get the best optimization.
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Old 03-04-2007, 01:36 AM   #604 (permalink)
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here is some wip.. this is a new study im trying to get something similar to WoW characters
about 3 hours modeling
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Old 03-06-2007, 04:54 AM   #605 (permalink)
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lol. spent the day doing paper models from cs:s models i made.

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Old 03-06-2007, 06:20 AM   #606 (permalink)
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Haha cool.

One quesition does pop into my head though.. why?
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Old 03-06-2007, 06:50 PM   #607 (permalink)
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Playing around with zBrush :P (unnecessary I know lol)

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Old 03-06-2007, 07:55 PM   #608 (permalink)
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Haha cool.

One quesition does pop into my head though.. why?
i ask myself that question eveyday. lol
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Old 03-06-2007, 10:17 PM   #609 (permalink)
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Haha, well as long as its in good fun bitmap :P

Nice looking prop you got there Requiem, i cant say the zbrush work really catches my eye though but the texture is very nice
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Old 03-07-2007, 01:30 AM   #610 (permalink)
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Thanks, just needed an excuse to use the layer and dot brush :P New color choices now...

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