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M1911
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cuse
cuse - - 26 comments

nice, very clean, any chance of a wire? as im guesing this in on the higher poly side of things (at least a sub-D modifyer).

btw love it cus this is my pistol in bc2 (sad i know, but i love that game).

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Z3RO Author
Z3RO - - 40 comments

Bc2 is awesome, the model isn't sub'd, here's a link to the wires.
I46.photobucket.com

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Shaemon
Shaemon - - 227 comments

Really great! I love the level of detail. Looks a bit thin and slightly more rounded than should be, but it wont matter when its in game moving around.
I would love to see it textured :)

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Gamingroach
Gamingroach - - 647 comments

Very good model, but I spy lots of redundant polygons to point out in the wireframe.

Img543.imageshack.us

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Z3RO Author
Z3RO - - 40 comments

Well, I have to make those cuts up top into order to break up the ngons created by the groves on the slide, or You'll get horrible smoothing errors ingame.

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Gamingroach
Gamingroach - - 647 comments

Ah I see.

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Av7xrocker97
Av7xrocker97 - - 178 comments

Smoothing errors ingame only usually come about If you don't have correct smoothing groups. So if you merged the redundant vertices to make about two or three loops and then again to make one loop I think it'd be right as rain. Could use some hi-poly baking tho....
hope you don't screw up the textures. You could have a brilliant model but a crappy texture could kill it in a heartbeat and vice-versa, even a crappy model can be made to look godlike with some pro texturing.

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Z3RO Author
Z3RO - - 40 comments

Smoothing errors usually come from bad triangulation. Your model can have perfect smoothing groups in your modeling program of choice, but when you import it into a game engine. It's gonna triangulate the model and if you left any giant ngons, it will break your smoothing.

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Nilghai
Nilghai - - 885 comments

nice

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Description

For Zombie Master 2.