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Mike Registered User

Joined: 23 Nov 2003 Location: New Jersey Posts: 1759
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Posted: Sat Dec 13, 2003 6:08 pm Post subject: |
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i just felt like bringing this up but they are testing .50 cal m16's for car penetration purposes too _________________ R.I.P. Blue |
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Potato-VS- Registered User
Joined: 16 Jul 2002 Location: Ontario Canada Posts: 1562
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Posted: Sat Dec 13, 2003 7:15 pm Post subject: |
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| 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 .
<TVB>Potato |
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YourPowersAreWeakOldMan Registered User

Joined: 20 Aug 2001 Location: Houston Texas USA Posts: 1745
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Posted: Sat Dec 13, 2003 11:09 pm Post subject: |
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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. _________________ World of Warcraft:
Bleeding Hollow PVP Server as Mortibund (undead mage) |
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Potato-VS- Registered User
Joined: 16 Jul 2002 Location: Ontario Canada Posts: 1562
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Posted: Sun Dec 14, 2003 9:49 am Post subject: |
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| 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...
<TVB>Potato |
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Stevo Ville Supporter


Joined: 08 Dec 2002 Location: Orange County Guild: TVR Posts: 9514
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Potato-VS- Registered User
Joined: 16 Jul 2002 Location: Ontario Canada Posts: 1562
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Posted: Sun Dec 14, 2003 1:52 pm Post subject: |
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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.
<TVB>Potato |
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