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Author Topic: Leon Scott Kennedy (RE2 GCN model rips) renders  (Read 1382 times)

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Leon Scott Kennedy (RE2 GCN model rips) renders
« on: December 27, 2008, 06:34:42 pm »
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Check attachments for the renders.

I am using 3ds Max 7.  What ways can I go about to making this more refined?
As you can see, the model is very skinny and blocky.
Other than importing and using the camera, I know nothing about modeling.
Would I have to add points to sections to round it up a bit?

Oh and the third render is what I am thinking about using as a camera angle if it were to be used in a game.
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #1 on: December 28, 2008, 01:35:18 am »
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You should try Smoothing Groups on it.  That should make it not so blocky.

http://www.fgiservices.com/Smoothing/Smoothing_home.html

Tutorial for you to look over.
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #2 on: December 28, 2008, 02:04:32 am »
  • Colbydude was here.
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The blockiness gives it a PSX feel! I <3 it :3!!!
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #3 on: December 28, 2008, 02:29:42 am »
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The blockiness gives it a PSX feel! I <3 it :3!!!
Yeah but even the PSX game was more smooth than this -.-
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #4 on: December 28, 2008, 02:34:00 am »
  • Minalien
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Yes, but this method was done for the sake of increasing graphics performance. What I believe happened is as follows:

Creators created high-poly versions of model
Creators edit high-poly version as low-poly copy
Creators use a tool that generates a normal map to make the low-poly look just like the high-poly model
Voila, better graphics with less performance hit.

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But if my friends and I gather, wear black robes, and say  "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn", we're considered cultists.
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #5 on: December 28, 2008, 02:36:08 am »
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Yes, but this method was done for the sake of increasing graphics performance. What I believe happened is as follows:

Creators created high-poly versions of model
Creators edit high-poly version as low-poly copy
Creators use a tool that generates a normal map to make the low-poly look just like the high-poly model
Voila, better graphics with less performance hit.


Wouldn't that require a high quality model to begin with to generate the normal map?
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #6 on: December 28, 2008, 02:40:43 am »
  • Minalien
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It would require one of higher quality than what was stored in the game image, yes. Unless you're trying to tell me that that blocky mess is what was shown in the actual game.

I'm not saying it's what he needs to do, I was giving an explanation as to why the model rip is so low-poly.
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There's such a double standard about religion in the modern world. Catholics can gather, wear white robes, and say "In nomine Patris, et Filii, et Spiritus Sancti" and be considered normal.

But if my friends and I gather, wear black robes, and say  "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn", we're considered cultists.
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #7 on: December 28, 2008, 02:53:25 am »
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Well, I added an attachment with a Blender file.
3DS 7 has the coordinates all messed up.  There are no textures in Blender but I centered the model and what not.

Maybe someone can make sense of it.

I tried the tutorial and it worked kinda...the only thing is that is smoothed ALL the polygons way too much so that everything was like a halfcircle -.-
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Re: Leon Scott Kennedy (RE2 GCN model rips) rend...
« Reply #8 on: December 28, 2008, 03:58:19 am »
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You could try subsurfacing different parts of it in blender, that might round it up and smooth it out a little.
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