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M16A4
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Mike
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Joined: 23 Nov 2003
Location: New Jersey
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PostPosted: Sat Dec 13, 2003 6:08 pm    Post subject: Reply with quote

i just felt like bringing this up but they are testing .50 cal m16's for car penetration purposes too
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Potato-VS-
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Joined: 16 Jul 2002
Location: Ontario Canada
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PostPosted: Sat Dec 13, 2003 7:15 pm    Post subject: Reply with quote

Azrael wrote:
usually it's because their technical advisors suck, or they just want a fully auto m-4. If it's the first one, they are probably confusing it with the Carbine, they look alot alike. One big difference, beside the full auto, is the barrel length, the other difference is tha flash suppressor, the carbine's does not look the same as the M-4 or the m-16's.


Well, ASF's technical advisor gives good advice/info .

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YourPowersAreWeakOldMan
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PostPosted: Sat Dec 13, 2003 11:09 pm    Post subject: Reply with quote

Well, this is right up my area of expertise, 3DS MAX is what I use on a daily bases. I have some advice for you.

Potato, It is way too many polys right now to be used as a game model for a weapon. That's more around the range of a low-poly game character. The model is decent yes, but it'd be better as a cinematic model now that it's more complex.

Most of your detail work should be done with textures for game characters and objects/props. The ammo clip for example shouldn't have the grooves modeled into it, It could have been done in 17 polys, I have no idea what it's at right now, but it looks like quite a bit more than it needs.

You could go through and collapse a lot of places to lower the polycount if you want to, or if there is a meshsmooth modifier applied, take it off. If it's just really high poly and you've collapsed your modifier stack after smoothing then you're screwed, the gun is too many polys, and I suggest you just use it as a template to make a much lower poly model.

Aim for more like 500 for such a simple model and do rest in photoshop and apply details as textures.

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Potato-VS-
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PostPosted: Sun Dec 14, 2003 9:49 am    Post subject: Reply with quote

YourPowersAreWeakOldMan wrote:
Well, this is right up my area of expertise, 3DS MAX is what I use on a daily bases. I have some advice for you.

Potato, It is way too many polys right now to be used as a game model for a weapon. That's more around the range of a low-poly game character. The model is decent yes, but it'd be better as a cinematic model now that it's more complex.

Most of your detail work should be done with textures for game characters and objects/props. The ammo clip for example shouldn't have the grooves modeled into it, It could have been done in 17 polys, I have no idea what it's at right now, but it looks like quite a bit more than it needs.

You could go through and collapse a lot of places to lower the polycount if you want to, or if there is a meshsmooth modifier applied, take it off. If it's just really high poly and you've collapsed your modifier stack after smoothing then you're screwed, the gun is too many polys, and I suggest you just use it as a template to make a much lower poly model.

Aim for more like 500 for such a simple model and do rest in photoshop and apply details as textures.


Its for a HL2 mod and HL2 has a 2500 polly limit for weapons . So thanks for the advice but I got it covered...

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Stevo
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PostPosted: Sun Dec 14, 2003 1:01 pm    Post subject: Reply with quote

But wont a lot of extra pollies lower your framerate?
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Potato-VS-
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PostPosted: Sun Dec 14, 2003 1:52 pm    Post subject: Reply with quote

Thats why theres this nice thing called backbuffering, you also can made mods of weapons and delete unseen faces. Im not going to do that until the game actually starts to come together - animation wise - so I dont mess anything up.

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