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Re: Model showcase thread
Posted: Tue Oct 02, 2007 9:56 pm
by Taivyx
That's what I thought......
And why I asked for the poly count.
Re: Model showcase thread
Posted: Wed Oct 03, 2007 12:10 am
by t551
But triangle count is the TRUE polygon count, because all polygons are actually drawn as triangles.
That's why flat polygons with lots of points have weird shading problems- Softimage is triangulating them before they are rendered.
Right now it's 1197 polygons.
If you're worried about the Art Doc guidelines, you shouldn't be- those numbers are only a rough approximation anyway. However, for things like player models, it actually refers to the number of triangles-because you almost always triangulate enveloped models in order to have better control over how they deform.
Re: Model showcase thread
Posted: Wed Oct 03, 2007 2:31 am
by -_-
InyriForge is a girl. Not a guy.
Re: Model showcase thread
Posted: Wed Oct 03, 2007 10:49 am
by Caleb1117
Oh yea, Lol figured that out last night, when I was surfin JKA files.
Huzza! It is finished!

Re: Model showcase thread
Posted: Wed Oct 03, 2007 4:40 pm
by Thunder
wow thats sweet Caleb
Re: Model showcase thread
Posted: Wed Oct 03, 2007 4:55 pm
by The_Emperor
Looks really accurate to the ones in KotOR, great job
Re: Model showcase thread
Posted: Wed Oct 03, 2007 10:48 pm
by MORBIDMAN
Looks good.

Re: Model showcase thread
Posted: Thu Oct 04, 2007 12:10 am
by t551
Another progress update for the eta-2, managed to get the cockpit canopy partly modeled:

Re: Model showcase thread
Posted: Thu Oct 04, 2007 5:16 pm
by aragorn12712
Hello this is Aragorn's Sword
Whaddya think?
(textures (and only textures) made by KOTORMRJay (from jk2files))
(Side note: If someone could export this as a msh for me that'd be great.)
Re: Model showcase thread
Posted: Thu Oct 04, 2007 5:38 pm
by Caleb1117
Looks nice, is it set up to be used? nulls and all that.
Re: Model showcase thread
Posted: Thu Oct 04, 2007 7:03 pm
by Teancum
aragorn12712 wrote:Hello this is Aragorn's Sword
Whaddya think?
(textures (and only textures) made by KOTORMRJay (from jk2files))
(Side note: If someone could export this as a msh for me that'd be great.)
Wow, that's a mega impressive model for not ever modeling before. Show us a wireframe.
Re: Model showcase thread
Posted: Fri Oct 05, 2007 9:33 am
by aragorn12712
ok (and who said I've never modeled before? not me)
This took me like, a month. wanted to get it perfect and all that.

Re: Model showcase thread
Posted: Fri Oct 05, 2007 7:18 pm
by Gogie
now I know an import when I see one.
the handle is no doubt an import
supporting evidence:
1.) triangulation going two different ways at the same exact same coordinace...
2.) I assume that you are new to XSI since you have never seemed to post a model on this site... this "talent" seems to come out of no where.
3.) if this was imported from another program, all poly's would have subdivisions, but I do not see sub divisions on the blade, only on the handle, which leads me to beleive that the blade was either deleted or imported, show me a picture of your XSI explorer. the handle however is imported. whether it be from another game, or simply from another program, but those are not the way XSI makes subdivisions on its own objects. all subdivisions should face the same direction on a cubic surface unless it is imported.
ill post more screens for demonstration or my words in a sec.
[edit]: never mind I see the subdivisions on the blade now.
here I made a replica of his hangles rectangle
as you can see, when we subdivide, all the subdivisions except the center edge face the same direction.
and when we show a wireframe, it shows us even more, insterad of being perfect triangles, the turn into X's, why? because even the poly's on the other side face the same direction, so when we move those triangles 180 degrees to face the back, they face the opposite direction, so if this wasnt an import, instead of triangles in the wireframe, it would have X's
sorry for the jr.moderating.
Re: Model showcase thread
Posted: Fri Oct 05, 2007 7:58 pm
by EGG_GUTS
Or the fact that he was caught calling imported models his own here
http://www.gametoast.com/forums/viewtop ... a&start=15
Re: Model showcase thread
Posted: Fri Oct 05, 2007 8:12 pm
by Gogie
-.- it was also posted to show how you can easily spot a fraudgilant wireframe
Re: Model showcase thread
Posted: Fri Oct 05, 2007 8:36 pm
by aragorn12712
Re: Model showcase thread
Posted: Fri Oct 05, 2007 9:07 pm
by Caleb1117
You can't blame us for keeping you under some scrutiny after what you tryed to pull.
And Gogie has been modeling for a long time.
Re: Model showcase thread
Posted: Fri Oct 05, 2007 9:46 pm
by Karnage
Although, I could see how someone could have been modeling for a long time, just because. People actually do that.
But on the other hand, alot of those models were pretty random and didn't look like they were his.
Re: Model showcase thread
Posted: Sat Oct 06, 2007 1:24 pm
by {501st}Commander_Appo
aragorn12712 wrote:Offended Statement: Not imported!
I'm going away now, since obviously no one believes me anymore. you will never see me on this site again!
Going away=banned????,oh well it was nice knowing him
- :clone:
Re: Model showcase thread
Posted: Sun Oct 07, 2007 4:36 pm
by Rekubot
He's about four times bigger then he should be, but ten cookies to the one who can work out which game he comes from. (Star Wars game obviously.) The camera's at an annoying angle to throw you off.
