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Author   Topic : "3d Gundam"
NilreMK
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Joined: 19 Jan 2001
Posts: 33
Location: Canada

PostPosted: Sun Feb 11, 2001 1:20 pm     Reply with quote
1000-1200 is average for Quake 3 model, so that wont cause any problems for your Gundam (he looks nice btw)

CrakbBEENie, on the other hand, I hope you won't see too many of those guys at once! UT's engine isnt the best when it comes to drawing huge amounts of polygons, its player-models usually are around 800-900 triangles.

-N
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CrakBEENie
member


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Joined: 08 Feb 2001
Posts: 60
Location: washington

PostPosted: Sun Feb 11, 2001 2:46 pm     Reply with quote
i think we were gonna have no more than 8 onscreen at a time...Sap posted a few of the models we are using...im sure we will cut some polys out...anyway, i wanna see more of this gundam model.. more veiws more veiws !!!
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CrakBEENie
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Joined: 08 Feb 2001
Posts: 60
Location: washington

PostPosted: Sun Feb 11, 2001 2:47 pm     Reply with quote
errr..

[This message has been edited by CrakBEENie (edited February 11, 2001).]
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daz199
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Joined: 30 Dec 1999
Posts: 415
Location: Surrey, BC, Canada

PostPosted: Sun Feb 11, 2001 7:24 pm     Reply with quote
heres a gundam i made in 3d...
yes i know the lighting is horrible

yours is pretty coo
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Imhotep
member


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Joined: 06 Jan 2001
Posts: 56
Location: Federal Way WA

PostPosted: Sun Feb 11, 2001 7:47 pm     Reply with quote
I don't know much about 3-d work, but I do know Gundam. The legs are far too short. The legs are easily the length for the torso with head and thigh protector/samurai influenced parts. Thats it .
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Rick
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Joined: 14 Oct 2000
Posts: 43
Location: Orlando,FL USA

PostPosted: Mon Feb 12, 2001 12:27 am     Reply with quote
I modeled this guy a while ago using Maya. His poly count is 1186.

I made it for a Quake 3 mod still in progress. The guy wants the models to be high res, 1000-1200 polys. I told him it wouldn't work with up to 10 characters deathmatching. Am I crazy?

Anyway, let me know what you guys think- is it a decent model?


[This message has been edited by Rick (edited February 11, 2001).]
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CrakBEENie
member


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Joined: 08 Feb 2001
Posts: 60
Location: washington

PostPosted: Mon Feb 12, 2001 12:57 am     Reply with quote
looks good to me...id like to see some different angles of it tho....i dunno what the polycount should be at for Q3 tho...we were making models for a UT mod at around 1500 and have yet to see how itll run
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