Free Models and Media / Christmas Gifts

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3com
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Posted: 7th Dec 2014 12:08 Edited at: 9th Dec 2014 18:57
Very low poly assets.

























Textures:



http://www.cgtextures.com/

http://www.texturemate.com/content/free-texture-plastic-2010082602



Edit: miss add file.



children playground;







Enjoy





3com
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almightyhood
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Posted: 7th Dec 2014 12:25
aww for me, but I didn't get you anything XD

lol, thanks a lot 3com m8

evga GeForce gtx 750 ti boost2.0 2gb gddr5. win 8.1 amd 4100fx cpu quad core 4gb ram.
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3com
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Posted: 7th Dec 2014 19:58
You are welcome

working in children playground (wip)





3com
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3com
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Posted: 8th Dec 2014 10:23
The model is finished, but the poly count is too high.
After converting to editable poly, delete unnecessary polygons, etc, I can not lower than 50%, making the model into something unusable in designing a game, at least I think so.

Now the model has about 24,000 polygons and 25,000 vertices.
Someone knows some trick to reduce the number of polygons and vertices, without losing the quality of the model, of course?
Using 3ds max.
I think the model could be used by someone working in an urban level, for example.



3com
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Gtox
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Posted: 8th Dec 2014 16:32
That climbing net surface could be a single polygon, with a texture creating the impression of a net. 24000 seems a lot for that model. If you posted a screenshot in wireframe mode it would be easier to see where you could save polygons.
3com
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Posted: 8th Dec 2014 18:38
Good idea thanks for the tip!







Is there any chance to slowest poly count, a bit more?

3com
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Gtox
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Posted: 8th Dec 2014 21:58
The slide looks a bit poly heavy. I also think the roof detail could be done with textures & normal map, rather than complex geometry. The thing with the noughts and crosses (it's hard to tell from the screenshots, but it looks like a lot of polys in there). If you use smoothing groups, you can get away with fewer polys on the cylinders. Could you zoom in on the frame of the net (the red bit)?
Jerry Tremble
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Posted: 9th Dec 2014 00:23 Edited at: 9th Dec 2014 00:23
What Gtox said, it looks like pretty much everything in there except the posts and rails have way more polys than necessary. I've never used 3ds Max, but Blender has a nice little decimator tool that works pretty well. Nice looking model, though!

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3com
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Posted: 9th Dec 2014 10:53
Quote: "The slide looks a bit poly heavy"

Sure!

Quote: " I also think the roof detail could be done with textures & normal map, rather than complex geometry."

Now 400 polys only.

Quote: "The thing with the noughts and crosses (it's hard to tell from the screenshots, but it looks like a lot of polys in there)"

Before they were chanfercyls, I had changed then by circles.

Quote: " Could you zoom in on the frame of the net (the red bit)? "

Sure.





4,945 polys - 5943 verts.



Quote: " Nice looking model, though!"


Glad you like it.

A lot of thanks to both.

3com
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Gtox
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Posted: 9th Dec 2014 11:02
4945 is a lot better than 24844, and it looks pretty much the same. If you want to reduce it further, you could remove every second edge on the slide (or even more) - I don't think you'd notice much difference, visually.
3com
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Posted: 9th Dec 2014 11:23
Quote: " If you want to reduce it further, you could remove every second edge on the slide (or even more) - I don't think you'd notice much difference, visually"

very difficult to do without deforming geometry, since it is just a line.

As you said, 4995 better than 24000.
Now will work on Reloaded stuff.
Coming soon...

Thanks again!

3com
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Jerry Tremble
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Posted: 9th Dec 2014 12:59
Amazing job!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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3com
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Posted: 9th Dec 2014 18:55
Quote: "Amazing job!"

Thanks a lot!

Well now poly coount as follow...
polys = around 4300
Verts = around 6000



Download link in firts post.
enjoy

3com
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Gtox
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Posted: 9th Dec 2014 21:44
Sweet!
Jerry Tremble
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Posted: 10th Dec 2014 02:16
LOL, now you just need tomjscott, avram, DVader, or smallg to script that sucker so it's interactive! Play tic-tac-toe (noughts and crosses) and go down the slide! Weeeeeeeee! Looks great!

MAME Cab PC: i7 4770@3.4Ghz (passmark 9945), 12GB RAM, Win 8.1/64, GeForce GTX645 (passmark 1898); Shiny new laptop: i7 4800MQ@2.7Ghz (passmark 8586), 16GB RAM, Win 8.1/64, GeForce GTX870M (passmark 3598); Old laptop: i5@2.3Ghz, 8GB RAM, Win 7/64, Intel 3000 graphics
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3com
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Posted: 10th Dec 2014 10:56
Quote: "LOL, now you just need tomjscott, avram, DVader, or smallg to script that sucker so it's interactive! Play tic-tac-toe (noughts and crosses)"

Totally agree.

Thanks again to all.

3com
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synchromesh
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Posted: 10th Dec 2014 13:22
Brilliant !!

You know where that going
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3com
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Posted: 10th Dec 2014 14:26
You are welcome!

3com
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smallg
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Posted: 11th Dec 2014 23:12
haha that's different... nice work

life's one big game

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3com
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Posted: 12th Dec 2014 17:34
Thanks smallg.
All of you are guilty.
Your excellent work encourages me to give my best.

3com
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3com
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Posted: 15th Dec 2014 19:35
Working in Tiny train toy.



In reloaded...



I'll add some traffic signals, lights, perhaps a tunnel, uhmm not sure yet...
And of course after that I'll should fight again polycount.

3com
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Jerry Tremble
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Posted: 17th Dec 2014 12:55
That's so cool! Is that train animated outside of Reloaded, or is it following a path? I haven't had very much luck with rotation of entities in Reloaded. It takes RotateY(e, 5000) just to rotate an entity 90 degrees and even that doesn't seem to be constant, with my object rotating seemingly random amounts each time I run it.

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3com
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Posted: 17th Dec 2014 14:55
Quote: "That's so cool! Is that train animated outside of Reloaded"


Glad you like it.
Yes it is animate in 3ds max and play ani into Reloaded.
I' do plane make some signals and lights, semaphores toys, this weekend. No time left since I'm working too, in a "serious" rigged train.

I think it will take me a long time since I've never done something like this.
I'm working on the model from scratch.
Serious doubts come to me, for use in Reloaded.

Really is pretty difficult to work with this type of models achieve an acceptable quality while maintaining low poly count.
After a long hard work, you rely on a texture that simulates moderately what you can't do, due the problem with the poly count.

Use preloaded railway is fine, but it is very static, but could be used to recreate a scene, for example.
With fixed gravity off, You can even travel to mysterious lands.

Ideally it can be used on its own railway, but then, ¿how getting the train follow the path you have designed in Reloaded ?, if we don't have the necessary commands to do so.

Well, I guess in the meantime, something in the Reloaded universe will emerge , I'm sure.

3com
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shakyshawn8151
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Posted: 18th Dec 2014 23:18
at 3com, it can be done, the project we are working on uses special scripts, it is a hassle tho, but can be done using waypoints.

CPU; Intel G850 2.9ghz GPU: Raedon HD 7750 1gb 4GB Ram

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3com
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Posted: 19th Dec 2014 23:19
Quote: "but can be done using waypoints"

Yes I know that, even without waypoints ( I've cross the river with my raft, without them), since it does no work 100€% fine, eventually.
Waiting 4 next version, mentime I'll work in the train model + rigging + railway being addapted to this train.

3com
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