[PICS]Classic Coke bottle model

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Likey? Hatey? too crappy?

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Coolios i guess
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sil3ntdarkn355




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[PICS]Classic Coke bottle model

Post by sil3ntdarkn355 »

well i decided to make something original to make up for that lockout model i sorta made\ripped [apart]
i spent a while doing this so blah blah blah me, i think it took me about 3 hours total (with major breaks in between, so it took me 2 days)
------------------------------
It's an old classic coca-cola glass bottle i decided to make and i do plan on somehow using it in halo ce (if there was a way to get it in pc that would be great)

Vertices Count: 14,730 freakin vertices
Faces Count: 14,505 freakin faces

i need suggestions on what it could be used for! (sniper targeting practice? a regular doodad?)

if i could take more pics i would but it takes so long to render an IMAGE!! (look at the vertices and faces count!)
Attachments
here u go
here u go
coke3.jpg (26.91 KiB) Viewed 1476 times
another view of the coke bottle
another view of the coke bottle
coke2.jpg (29 KiB) Viewed 1476 times
and here's another view
and here's another view
coke1.jpg (37.5 KiB) Viewed 1476 times
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Xero




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Post by Xero »

Looks pretty cool :)
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Post by a baby seal »

Vertices Count: 14,730 freakin vertices
Faces Count: 14,505 freakin faces
If you want to put it in CE, you should probably lower the poly level. Alot.
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Post by Leg0 »

Amazing render and model.. just too much useage of polygons.
I don't think a coke bottle needs that much detail :D
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Post by [AC]god »

It should replace a grenade, just make the explosion the effect of ice explosion (if theres a glass shattering one, use that) and make the jpt! flaming death.
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Post by Leg0 »

I actually wouldn't mind seeing it as a melee weapon! :P
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Post by [AC]god »

Heh! Make it with the pistol antr but so it cant shoot.
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Post by GametagAeonFlux »

You oughta make a bar fight map, that'd be soooooo awesome lol.
sil3ntdarkn355




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Post by sil3ntdarkn355 »

hmm bar fighting ehhhh?

the only reason theres so many vertices and faces is cuz the tools i used did it! i had to use it anyway,
when i first made it, it was like 20000+ vertices and around 16000 faces, all doubles removed so im glad i didnt use that one

im gonna try finding a way to lower the poly count a lot, and keep the quality at the same time, it might be hard tho... anyWAY im gonna try get the MC to drink the coke 8)
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Post by Onetoomanysodas »

Flaming cocktails!
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Post by [AC]god »

Exploding cocktails!

Yeah, you should make a level were you can find the coke, and you get health back or something when you drink it.
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Veegie[Temp]




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Post by Veegie[Temp] »

I doubt you made this majority of this model, if any at all.
Mainly because of your lack of proper 3d software terminology usage.

When you told the specs, vertice an faces so NOTHING of the model. The ONLY thing that comes into play is the POLYGONAL count. EVERY, I'm not joking when I say this, EVERY skilled modeler knows this.

And your excuse on long rendering time only proves my hypothesis on you lacking the knowlage to even produce something like this. 14,505 faces? That is 10,000 polies tops. And even IF that was true, that is a WASTE of polygons. Smoothing groups were invented for the sole purpose to chop polygon in round geometrical shapes and models JUST like this is. Now IF you're telling the truth up to this point (just no), overall rendering time is about 0.5/100th of the time spent calculating geometrical and polygonal instances, once it draws that. It calculates GI, photons, etc. And in this situation, you can't fall back on lighting as an excuse. Because the only light source you have here is a single omni light with default raytraced shadows. And the model is set in a raytraced box. That render could be re-produced in a whole, on 1.2GHz processor in about 30 seconds. No lie, if needed, I'll take technical facts to back my statements up, more so then I've already done.

I hate liars.
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Post by Kirk »

You mean the coke would replace the health pack...

Molotov Cocktails.

EDIT:
sil3ntdarkn355 wrote:for that lockout model i sorta made\ripped [apart]
Veegie, see? He already admits to ripping...
sil3ntdarkn355 wrote:well i decided to make something original
I can hardly call a bottle original.
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Veegie[Temp]




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Post by Veegie[Temp] »

But where is says he sorta, he should have just said he DID.
Because he obviously lacks the knowlage to make any adjustments to this model that wouldn't be easily noticeable due to lack of proper execution. This is what we call, "beating around the bush"
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Post by TuCKeR(rvb) »

i do believe veegie totally own sil3ntdarkn355 on this one. hes right, i doubt its over 10,000 polygons.
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Post by plaguedsoul »

would be good in a render <_< >_>
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Post by Alexander »

The whole reason that smoothing groups were made was to cut down on polygons in models like this:

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Post by {SA}DR »

Nice ,but it has no match with Halo :?
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