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Kirov Airship, Stealth Tank and V3 Launcher (.max)
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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Fri Sep 13, 2019 5:15 am    Post subject:  Kirov Airship, Stealth Tank and V3 Launcher (.max)
Subject description: Kirov Airship, Stealth Tank and V3 Launcher
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Feel free for comment!



kirov.jpg
 Description:
Kirov Airship
 Filesize:  34.2 KB
 Viewed:  4238 Time(s)

kirov.jpg



luna.jpg
 Description:
Luna Rocket Launcher
 Filesize:  36.42 KB
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luna.jpg



stnk.jpg
 Description:
Stealth Tank
 Filesize:  29.02 KB
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stnk.jpg



3ds model.rar
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Download
 Filename:  3ds model.rar
 Filesize:  560.34 KB
 Downloaded:  37 Time(s)


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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Sep 13, 2019 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Why do people assume everyone works with only Max?
Put up some other formats for the poor folks who use Blender and other free-to-use software too...

On-topic, they look bland (lack of texture), but the models are nice.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Fri Sep 13, 2019 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

They don't need detail texture when converting to vxl

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Fri Sep 13, 2019 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I update .obj , .mtl and 3ds file here, there file can import to many 3d solfware so that may good for those who had no 3ds max.



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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Fri Sep 13, 2019 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Simple and low poly count, our model are like that

Last edited by unknown_men on Fri Sep 13, 2019 6:58 am; edited 1 time in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Sep 13, 2019 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
They don't need detail texture when converting to vxl


I just need to point out one thing: This section is not restricted to 3D models that should be converted to voxels. In fact, we expect 3D models that could be used in as many games as possible. So, textures do make a considerable difference here.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 13, 2019 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

For use in other games they seem rather wasteful with polygons.
Every round surface seems to have way too many polygons to be useable in anything but rendered sprites or converted into VXL.
For a 3D engine game they would need to be modified a lot to not cause lags due to the many polygons, where it maybe be easier/better/faster to start from scratch anyway.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Sep 13, 2019 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
cxtian39 wrote:
They don't need detail texture when converting to vxl


I just need to point out one thing: This section is not restricted to 3D models that should be converted to voxels. In fact, we expect 3D models that could be used in as many games as possible. So, textures do make a considerable difference here.
They look like they are for that purpose with high poly and low detail texture

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