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Old 06-25-2012, 02:35 PM   #11
Seba
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Naw, they shouldn't. There's plenty of higher-poly models in the game that are used all the time.

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Old 06-28-2012, 09:27 PM   #12
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A couple more models to add after a short vacation. Still ironing out the kinks in the process, but making progress.

I sure hope OP will come back to find that I working on these sometime, he missed my first post by a few hours. I will probably still put a pack of these together for anyone to use, if interested.
 
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Old 06-29-2012, 12:24 AM   #13
Spacek531
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If you do assemble a fruits pack, it would be awesome if you included some rotten and half-eaten fruit that can be used as detail scattered around abandoned buildings.
 
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Old 06-29-2012, 01:21 AM   #14
Tom Hoen
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Could you post some wireframe images of your fruits Hype? Im beginner with polygon modeling and would like to see how these are made.

Those are looking yummy

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Old 06-29-2012, 10:05 PM   #15
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Quote:
Originally Posted by Spacek531 View Post
If you do assemble a fruits pack, it would be awesome if you included some rotten and half-eaten fruit that can be used as detail scattered around abandoned buildings.
I was already considering a smashed fruit overlay or something, so I could probably work this kind of thing in.


Quote:
Could you post some wireframe images of your fruits Hype? Im beginner with polygon modeling and would like to see how these are made.
I really mostly a beginner myself I'm kind of taking on this project for practice.



I just used modelviewer for these. If you want something more substantial without textures I could try pulling something from blender and changing the picture.
I don't make the models with the triangles; I mostly use quads and then the non-planar faces add polys (which I want to know how to force planar quads, by the way). Additionally, these are kind of high-poly (<500) for what they are now, with the biggest offender being the bunch of bananas which I need to fix up anyway. If you're interested in how I made them, for the orange and pear I stared with a sphere and for banana I manually added vertexes (reference images help for this).
 
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Old 06-30-2012, 10:18 AM   #16
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Yeah those definitely need LoDs. At about 7-10 the polycount should be about halved.

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Old 07-02-2012, 10:12 PM   #17
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Yeah those definitely need LoDs. At about 7-10 the polycount should be about halved.
Yea, I've been figuring as much. I'm not even sure if I need them to be as high as they are at all, but I have difficulty compromising when I see all those hard edges one the models from a closer than normal distance.
 
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Old 07-03-2012, 10:45 AM   #18
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Just worth bearing in mind that people won't ever really see them up close in game, they will likely never be seen closer than 128 hammer units away so either put in a LOD that switches pretty close or just hack down that polycount. The only reason the weapon polycounts are so high is because they occupy a huge portion of the field of view and are seen right up close.

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