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May 20, 2013, 04:06:43 pm
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Zombie Master 2 discussion
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Thompson m1 model
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Topic: Thompson m1 model (Read 4080 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: 1251
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.
Quote from: Pi Mu Rho on December 29, 2011, 09:23:00 am
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: 586
«
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.
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