Welcome, Guest. Please login or register.
Did you miss your activation email?
July 31, 2014, 05:20:26 am
Home Help Login Register
News: Trouble in Terrorist Town? Site here, forum here.

Zombie Master  |  Zombie Master  |  Custom Content (Moderator: McViolent)  |  Topic: Thompson m1 model « previous next »
Pages: 1 2 [3]
Author Topic: Thompson m1 model  (Read 5329 times)
bobman
Poster

Posts: 46


« Reply #40 on: August 20, 2009, 07:45:14 pm »

woot ive goten the triangle count down to 7,812 is that enough?

EDIT: just got it down to 7,746
« Last Edit: August 20, 2009, 07:53:36 pm by bobman »
Nacon
Poster

Posts: 73


What?


« Reply #41 on: August 20, 2009, 08:01:44 pm »

I think even 4,000 count is still pretty high for a weapon itself.

Did you try using optimize modifier?

--Yeah, I remembered you... you drank too much bananas.--
Z3RO
ZM2 Developer
*****
Posts: 1268


Smoke Geometry all day, Every Day.


« Reply #42 on: August 21, 2009, 02:42:44 am »

Compiling for source is whole different story, I use milkshape for that.

We drag children off the streets, chain them up in the basement and whip them until they produce normal maps by hand. You know, the usual way.
fifi
Poster

Posts: 585


« Reply #43 on: August 21, 2009, 07:07:03 am »

I would say for this weapon, which is comparably blocky (the original weapon, not your work) something under 2500 would be ok. But hey do not get caught up too much in poly counting. The areas you can save a lot are generally stocks and trigger areas, because they are not seen a lot in animations.

Zombie Master Black Edition
http://www.zmbe.org

Official Moddb Page and forum
http://www.moddb.com/mods/zombie-master-black-edition/forum
Pages: 1 2 [3]  
Zombie Master  |  Zombie Master  |  Custom Content (Moderator: McViolent)  |  Topic: Thompson m1 model « previous next »
Jump to:  


Login with username, password and session length

Powered by SMF 1.1.19 | SMF © 2013, Simple Machines
Page created in 0.072 seconds with 19 queries.