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And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.
And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.
And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.
And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.

And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc). Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op) The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly) Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.

(Edited)
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