[PICS]Classic Coke bottle model
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[PICS]Classic Coke bottle model
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)
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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!)
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)
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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
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- here u go
- coke3.jpg (26.91 KiB) Viewed 1476 times
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- another view of the coke bottle
- coke2.jpg (29 KiB) Viewed 1476 times
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- and here's another view
- coke1.jpg (37.5 KiB) Viewed 1476 times
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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
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

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- Veegie[Temp]
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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.
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.
- Veegie[Temp]
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