Isnt that even a lot of tri's for a hl2 hand model? I use Ultimate Unwrap3D Pro in my HL2 (Source engine) modeling / Uv, It has a function to lower the poly count. Not 100% trust worthy but it will do a good job, you might find it usefull.
They are a lot indeed, i accidentally left subdivision on, so it looks more detailed but it wasnt on porpuse and the actual model does fit HL1 Specs, check the colored hand for actual polycount. Also thanks for the sugestions
Looks pretty good but I doubt this is HL1 spec. Goldsrc doesnt support more than 1 weight per vertex, so those knuckles probably wont deform like in this pic.
I think i accidentally left subdivision on, hence so much triangles (the actual model is like 1600 tris and it should work), but i did not know about the weigth per vertex thing, thanks a lot for that info.
Isnt that even a lot of tri's for a hl2 hand model? I use Ultimate Unwrap3D Pro in my HL2 (Source engine) modeling / Uv, It has a function to lower the poly count. Not 100% trust worthy but it will do a good job, you might find it usefull.
They are a lot indeed, i accidentally left subdivision on, so it looks more detailed but it wasnt on porpuse and the actual model does fit HL1 Specs, check the colored hand for actual polycount. Also thanks for the sugestions
Looks pretty good but I doubt this is HL1 spec. Goldsrc doesnt support more than 1 weight per vertex, so those knuckles probably wont deform like in this pic.
I think i accidentally left subdivision on, hence so much triangles (the actual model is like 1600 tris and it should work), but i did not know about the weigth per vertex thing, thanks a lot for that info.