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Re: Low poly SCP-096

Posted: Sun Jul 26, 2015 5:25 pm
by Nehpys
hnesto986532 wrote:
Child Muncher wrote:
hnesto986532 wrote:I'm agree with you. In the original model, there is a lot of polys in this model that makes the game a little bit slowly... And there is no noticeable difference between your low poly model and the original model :laugh:

:096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096: :096:
MOD EDIT: User was warned and is on tier 2 for this post. Rule 1.
¿?
Child Muncher had called you (apparently) a retard for how you wrote your comment, which is harassment, so he got another warning which set him on Tier 2 ban. The ban lengths are in the rules.

Re: Low poly SCP-096

Posted: Sun Jul 26, 2015 9:28 pm
by AgentParadox
SyphenTV wrote: Child Muncher had called you (apparently) a retard for how you wrote your comment, which is harassment, so he got another warning which set him on Tier 2 ban. The ban lengths are in the rules.
Yes, Child Muncher should surely know by now that not all users of this forum have English as their first language.

Back on topic, that low-poly model of 096 looks great, and would definitely be easier on the lower-end computers!

Re: Low poly SCP-096

Posted: Tue Jul 28, 2015 6:18 am
by Strogg
The original had 22900?! Nothing wrong with detailed work but that's kinda excessive for in-game use in single object. You can get the same apparent geometric detail with normal maps.

Re: Low poly SCP-096

Posted: Tue Jul 28, 2015 6:59 am
by Serimah
Strogg wrote:The original had 22900?! Nothing wrong with detailed work but that's kinda excessive for in-game use in single object. You can get the same apparent geometric detail with normal maps.
Hence him slimming down on the poly count. The differences are hardly if at all noticable and if it makes areas with 096 run more smoothly I'm all for it, no questions asked!

Re: Low poly SCP-096

Posted: Tue Jul 28, 2015 7:46 pm
by InnocentSam
I'm surprised that some models of SCP:CB aren't low-poly, since it's really easy depending on the software. On 3DS Max it is as easy as assigning the "Optimize" modifier on the model. There's a plugin for Blender, but I don't know that software.

Re: Low poly SCP-096

Posted: Tue Jul 28, 2015 8:00 pm
by juanjp600
InnocentSam wrote:There's a plugin for Blender, but I don't know that software.
I actually used Blender's decimate modifier to optimize the model.

Re: Low poly SCP-096

Posted: Wed Jul 29, 2015 2:40 am
by Phanalax
The real question is, does it still deform properly? The problem with using decimate, is that it messes up joint topology.

Re: Low poly SCP-096

Posted: Wed Jul 29, 2015 3:01 am
by juanjp600
Phanalax wrote:The real question is, does it still deform properly? The problem with using decimate, is that it messes up joint topology.
As far as I can tell, it deforms the way it should.

Re: Low poly SCP-096

Posted: Wed Jul 29, 2015 9:46 pm
by AgentParadox
juanjpro wrote:
Phanalax wrote:The real question is, does it still deform properly? The problem with using decimate, is that it messes up joint topology.
As far as I can tell, it deforms the way it should.
That's awesome! That means we won't see 096 break his spine xD

Re: Low poly SCP-096

Posted: Thu Jul 30, 2015 5:16 am
by Strogg
juanjpro wrote:
InnocentSam wrote:There's a plugin for Blender, but I don't know that software.
I actually used Blender's decimate modifier to optimize the model.
Could have also used a multiresolution modifier and retopologized ontop of the model (probably in chunks, due to the high poly count). You'll get cleaner mesh than with using decimate. Still nice work though :)