Screw model

I made a HD Screwmodel for HL2.
Polycount: 9602
Texture: env_cubemap

A Render of it:

and Ingame:

Download:
Download

ಠ_ಠ
Wow, that’s pretty damn cool! :slight_smile:

Do you wanna know what? Screw models, just screw 'em.

lolwut? Seriously, almost 10 000 poly’s for a screw that could have easily been a triangle and nobody would know the difference.

I know that the polycount is a waste of resources, I’ll try to reduce the polycount soon… maybe…

You just wanted to make it over nine thousand polygons, didn’t you.

Fetcheta whats the screw say about his polygon level…
ITS OVER 9000!!! (cool techno beat kicks in)

You should bake some normal maps!

Oh roughly 9600 polys?

That’s a problem.

I still like the model, just try lowering the poly count.

No you didn’t. You just made a screw model, and your afterthought was HEY LETS PUT THIS TINY MODEL MORE POLY INTENSIVE THAN MOST NPC’S TO GMOD I AM A GENIOUS.

no not really.
The screw model wasnt supposed to be in HL2 at the time I made this,
I only made it to render it, but then I thought that the model looks good and how it would look like in source so I compiled it and after I compiled it I saw the polycount…

Tiny…

:stuck_out_tongue:

does someone know a good and free programm to bake normalmaps?
because blender don’t wants to do this with this model…

So, what, exactly what I just said?

But if you want to use this seriously as a in-game prop, and DON’T want to destroy the players FPS, I’d recommend dropping the polycount to about 24 MAX. It’s just such a small object, that NOBODY will notice the difference with 24 or 9000 polies.

Looks well cool to me :slight_smile:

So, I’ve now poly reduced versions of the screw.

Comparison:

Download:
Download
Contents:
Models with: 57, 74, 214, 1026 and 9602 polys
Normalmap in the sizes of 128², 256², 512², 1024²

That some clean Screw, couldn’t make it more rougher like, would be more realistic, it looks like it was made for the sims.

yeah… right, but I don’t know how to make it look dirty currently

now export it as an .obj file ;D

already done.
I use blender to model and export it to .obj and the I export it to .smd with XSI

yeah, but upload it ;D

yeah, I did and sent the link to you.

nice, how did you do the low poly ersions ? did you use some kind of poly reducing tool ? Also how come each model u map is a perfect fit to the rest of the models ? you did a polyreducing by hand leaing the same u map from the high poly model ? The u map is a mess, but the edge flow on the low poly models is really good.
what softwere did you use to make it ?

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.