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  #31  
11-09-2010, 02:37 PM
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In Metal Gear Solid Peace Walker, some characters are between 2500 and 7500 polygons. Then again, it is a major game developer so they know some tricks of the trade to allow for more detail without major slowdown.
They don't have that many polys in-game.
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  #32  
11-10-2010, 02:00 AM
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844 polys, but how many triangles?
1,595!
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  #33  
11-10-2010, 11:10 AM
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Some how i really doubt that mgs peace walker had 2500 and 7,500 polygons That would make the game really laggy, I pretty sure you mean the cutscenes or maybe the high poly models of the girls in bikini outfits Oh and i really hope you mean tris not polys! Anyway Retroplayer you did a really good job with 1,595 tris!
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  #34  
11-10-2010, 09:33 PM
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They don't have that many polys in-game.
Ryuu, I already said that they don't have that many in game.

Retroplayer, I just realised that I haven't complimented your amazing work yet. Well done, these are amazing considering the limitations!
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  #35  
11-11-2010, 01:29 AM
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Retroplayer, what software did you work in? If 3DSMax, please please PLEASSEEE, will you give me some pointers on how to texture the way you did? uv unwrap?..

Last edited by AvengingGibbons; 11-11-2010 at 01:31 AM..
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  #36  
11-11-2010, 02:56 AM
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Ryuu, I already said that they don't have that many in game.

Retroplayer, I just realised that I haven't complimented your amazing work yet. Well done, these are amazing considering the limitations!
Much appreciated, mate. Thank you


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Retroplayer, what software did you work in? If 3DSMax, please please PLEASSEEE, will you give me some pointers on how to texture the way you did? uv unwrap?..
Yeah, I used 3dsmax 2010. UV mapping is extremely tough and I'm still having trouble with it myself. All I can really say is try and keep everything as flat as possible. Also, when I syarted it first I got it into my head that, say, his arm or his leg should be unwrapped in one big piece. That never worked well for me. I tend to unwrap it in chunks myself. For instance, the front of his poncho and the back are seperately unwrapped. The join is along the shoulder where a natural cloth join would be. Disguising texture joins is great when you put them where natural cloth folds and/or joins should be- the shoulder of the poncho, along the inside of his leg, at the back of the arm.

Like I said, I'm still going toe to toe with UV mapping myself and I'm still learning. It's better to if you youtube some tutorials but ultimately you'll learn by doing it yourself, making mistakes and finding your own way. Don't rely on tutorials too much though as there come a time when you need to take the reigns and make it your own.

I've seen your stuff and they're really great! I would however look into trying to model something that is ultra low poly. It's an amazing excercise in poly management, I can tell you. It'll make you become more aware of where not to waste polys. Why not attempt, say, a Slig as if it were intended for the DS? Ultra-ultra low poly

I may do a new one myself quite soon, actually. I had a lot of fun doing this and the Oddworld universe is so full of life and character that it's a great resource to base some models off.
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