[wip] High Poly Phasegate
SnappyCrunch
Join Date: 2004-08-03 Member: 30328Members, Constellation
<div class="IPBDescription">C&C please</div> With the recent release of the high poly res tower, and maybe a high poly armory being released in the (hopefully near) future, I figured I'd try my hand at it. This is what I have so far. The poly count is 1552, so I can add a little more detail without crippling my computer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I want to know - is there anything I should add/change before I start skinmeshing it?
Comments
[EDIT] Hopefully this download, y'know, works[/EDIT]
[EDJT] I traded out the download for an updated screenshot.[/EDIT]
it looks hot umm i cant think of anythingn for u to add to it basically cause i dont rmeber what the pahse gat elooks like cause i ahev played ns in a lil bit eek
Alright well now with all that bad grammar and misspelligns and what not out of the way id like to say its hot id hit it and i want to skin it so mesh it unless there is something else need to be added to it....
much love axman... id hit it just like i already made an up and down motion while looking at the res tower that zer0 made/
good job keeping up the tradition
<span style='color:red'>You know better fuzzy <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> </span>
1 year of highschool french well amost
heres a lil bit of it i like to say this
je ne parle pas le francais i know theres a accent on the c but i forget its name and i dont know how to make it with the alt thing and im to lazy o ook it up...... umm u could model a speak and spell for it too
it looks hot umm i cant think of anythingn for u to add to it basically cause i dont rmeber what the pahse gat elooks like cause i ahev played ns in a lil bit eek <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What the hell....are you getting turned on by the phase gate or something? I need a translation over here, all I'm getting is random words combined with suggestive crap like "erected" and "pleasurable" strewn about.
Oh yeah, the model looks really nice. I'd use it.
This is a masterpiece, very nice work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Thus, removing the high poly and the chance of it getting ported to NS:S
Mmm. I thought of that, but there are a couple of problems with that approach. 1) I still have extra polys to work with, so I don't need to cut the poly count so I can add detail elsewhere. 2) The HL engine doesn't deal with that kind of transparency very well. The grate would look like crap, even if you were looking at it from head on. 3) The grate isn't as many polys as you think it is. I had to cheat with that, so it's just a bunch of overlaid beams, instead of true interlocking beams. It's about 200 polys the way it is, but it would be about 1800 polys the "right" way.
With that said, if anyone would like to see more detail in the model, please tell me where I could add it. Note that it would be nice if a person could see the detail, so nothing too terribly small or fiddly will be seriously considered.
as for more detail... i dunno =/ maybe add some fixings/edging around the entry points of the pipe, it doesn't look quite right the way it is.
I had to cheat to do that grill. It's just a bunch of overlaid beams instead of true interlocking beams. It's only 116 polys; I just counted. Yes, doing it the "right" way would have been overkill at around 1300 polys. I can also make a version for the people who don't mind the poly waste, if there's any demand for it :-P
this is half life engine, don't worry about using high poly things with a cpu like that
As far as the Half Life engine crashing due to too many polys, it's a sort of generally accepted thing that it happens, but it's never reproducible. I'm betting that Half Life crashes not due to too many polys, but when the engine has to draw a certain thing with certain lighting, and having more polys on screen just makes it more likely that it'll have to draw the wrong thing, and then it crashes.
this is half life engine, don't worry about using high poly things with a cpu like that <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The tri count is currently around 1850, but I'm not ready to post a new render yet.