Famas

ChrisArt

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Skinning left


First person weapon
FAMASG2.jpg


758 Trifaces
329 Quadfaces
 
Now thats low poly modeling done right! What can i say other than brilliant work as per usual. so the model is for left handed?
 
well every gun is made 1 way, so it can be both.. the only difference is that if you use it the "jinx" (left) way you risk getting a bullet capsel in your face. Hold this right hand the capsel will never hit you.
 
it looked like the faces on the right side of the gun were deleted thats why i asked.
 
Nice work m8, polgon count is good but some parts do look a bit dodge. have u got a better shaded render?
 
It looks nice to me, but I see a few things that could be improved. The first thing I noticed was the many wasted polygons all over. With a little more time spent optimizing, you could probably get it under 700 triangles. The whole rear area (ejection port specifically) could easily be cleaned up. The rear of the handle really doesn't need that many segments to round it, especially since the rest of the body is suffering and the sights are completely missing. I would recycle some of those wasted polygons on the stock and handle and put them in to creating the sights and the details in the carry handle since they're right in the player's face.

Aside from that, nice job all around.
 
Reason why it looks messed up in alot of areas is because of the fact that you work with 4 side polygons, if you start removing lines in the mesh you will get more than 4 sided depending on the vertices. If you start removing these lines the mesh will be deformed because of the irregularity in the mode. If I made a box instead of round edges I could remove alot of lines but this is a pretty round model so all the lines there are needed.

As I was taught, never make more than 4 vertice polygons. And thats what I have done. This model is optimized for skinning, it might not look reasonable to have those lines there and there but it makes the skin look better with no errors on the model. Now if I where to remove lines the skin would be ruined along with the model.

The handle has that many lines and detail on the back because of the detail on the front. Yet again I need the lines to loop around so it doesnt make a face more than 4 vertices. Yet again so that the model can stay optimized. If you model long enough you will see what happens in the end when you dont follow easy guidelines.

Considering this model is 329 polygons I could still do alot more with it. But we`ll see.
 
seeing as its low poly, theres quite a few polys on the handle, but thats up to you, its not my model :p
 
That is true for character models where quad flow is important and for models that will be subdivided. However, using quads and maintaining edge loops on real time weapon models is completely unnesessary. At the rendering level, everything comes down to triangles, whether or not they are quads, visible, or invisible edges in the modeling program.
 
not allways, depends on the point to point on the model really... many parts of this famas would be absolutely fudged up with lines removed. But I feel ya on the handle... I could make it considerably less.. but whats the point really all new game engines and low ends computer should be able to use this.
 
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