question: model limits

Discussion in 'Models' started by Laz, Sep 16, 2008.

  1. Laz

    Laz L7: Fancy Member

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    ok I've been modeling for a few years, yet I never modeled anything for hl2 engine.
    Are there any poly limits I should be aware of? maximum sizes? I'm building a rather large model, that is towering over players,
    any special rules I should follow while modeling?

    thanks
     
  2. Snipergen

    Snipergen L13: Stunning Member

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    Big stuff usually is bruswork like buildings.
    If you want to make a big model you should split it up in diffrent models.

    Polycounts? Just things wisely and in game terms.
     
  3. Laz

    Laz L7: Fancy Member

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    yeah already got working on using a big base brush, and just modelling the little panels and wires and tubes to go on that. getting everything aligned circular is a b**** though ;)
     
  4. FaTony

    FaTony Banned

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    Valve made big buildings a single props btw. They are in props_buildings.
     
  5. Sgt Frag

    Sgt Frag L14: Epic Member

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    Well, you can make your base brush in Hammer, then export as an obj I believe.

    Or you can export to XSI and save as an obj...

    Then align all your props to that in 3d program. If it's a skybox building make it 16th scale.

    The biggest reason to break up lots of props is to keep simpler collision models.
    You can go pretty high poly but need to make simple collision models out of convex shapes (cubes, cylinders, etc.)

    You can just export all the pieces from their original spots in the 3d program, then they should all be easy to align in Hammer.