No time to crit now, but I will upload some reference pictures for you.
http://dfuss.monsoon-studios.com/temp/m16/
Please don't directly link these anywhere else. They're pretty large images and bandwidth only goes so far when it starts spreading around.
I agree. The Uzi's are pretty reasonable at 1500 a piece, but the shotgun shouldn't be more than 600. Modeling the ridges in the pump is not necessary and could be done just as well with bump mapping.
We aren't complaining about 2000 polygons for HL2, we're complaining about (well, I am, at least) the fact that they could be optimized much better and still look exactly the same when smoothed.
I forgot to mention it earlier, but I would use a geosphere for the grenade. Anyway, the counts are all way too high for what they are, but nothing that a little optimization can't fix, especially on the Beretta's handle.
Very nice work. No crits here except for some wasted polygons on the less important areas of the Beretta, but overall they appear to be nicely modeled. Can we have the triangle counts?
We can't? That's a silly argument. Reguardless of the method used it's still a poorly constructed model. It needs a lot of welding and a lot of fixing up. Also, I would discourage modeling like that. NURBS aren't meant for low polygon models.
It's a mess. Spend some (a lot) more time cleaning up and welding. If you want some help doing so, post a wireframe and a polycount and we can help you fix it up.
It would be silly to use the same model for the 3rd person view. Doing so is a waste of system resources since the details will be hard to make out and will rarely be seen up close. However, it could be done effectively without taxing the system too much by having several LOD steps (which I...
I am speaking in general, of course, but it really depends on the situation and audience you're aiming for. If you want everyone to be able to play the mod, you'll want to keep the polys close to Valve's numbers on weapons and characters. However, if you're doing a small mod that won't have much...
That is a terrible, terrible, awful technique. Not only does it create an extravagant amount of wasted polygons, it will take more work to shape that into what the weapon looks like in the other dimension than it would to just model it by hand. If you are serious about learning how to model...
Sorry about that, I didn't really know how to word it. Here's a quick model I threw together to show you what I mean:
http://dfuss.monsoon-studios.com/temp/usp_handle.jpg
Perhaps they are, but the same basic shape is there in both the AK and AKSU series of weapons. That picture wasn't meant for details, but more to show the shape of the body.
Looks great. The high amount of polygons on the sighting system is warranted, but the many segments on the bottom of the stock, however, are not. The polycount (I assume triangles) is pretty reasonable, but could be lowered with little to no visual change. The extra segments on the bottom of the...
Very nice. These models have what too many of the models around here are lacking: visual flow. The construction appears to be very well done, but that can't be determined without a wireframe and a polycount for each. I don't know if the inaccuracies are intentional or not, so I won't point them...
That's how I do it. It's easier when you're creating different clothing or armor configurations for the same character.
Anyway, a few things about the model are bugging me. The face looks a little strange to me, but I can't put my finger on any major problem. I think it's a combination of...