Is 15,500 polys a little high for one gun?

archvilell

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Hah hah, I think it is. But it sure looks sweet. I didn't limit myself on the polies and went crazy with detail. I'll post some pictures.

Hopefully these don't come out fullsize. ImageShack says they are thumbnails. Here goes.











What do you guys think? I know the poly count is insane, but for portfolio purposes, I don't think it will matter much. The main action isn't finished yet. I don't have anything done on the ejection side, I don't have a flare on the magazine well yet, and I planned on putting a bipod on it. Other than that though, I've put 22 hours of work into it.

~Archvilell
 
i think its really good - hell 15000 just shows how much effort you put into it :thumbs:
 
Well try to keep it as low as p[ossible try to optimized the gun the best you can.
 
What is a poly? When you say 15k polys what is it measuring?
 
armanguy said:
Well try to keep it as low as p[ossible try to optimized the gun the best you can.
its not for ingame use . it's part of his portfolio having said that are you going to set it up with textures and a nice beauty render? .
What is a poly? When you say 15k polys what is it measuring?
the number of polygons (faces) that the model has.
 
15000 could work, I played with 10000 guns on the HL engine with little to no frame loss...


although i guess it might be a normal mapping candidate if you wanna put a bunch more time into it
 
Well, I don't know how to texture stuff yet. I can't find any decent tutorials. I wish there were some video tutorial out there in which a person started with a naked model, made a texture for it, then got the texture put on, all in SoftImage XSI. Can't find one. Also, my portfolio is due for examination to see if I can get in the Integrated Studio Arts program (in which I can do Computer Animation) by the end of the month, and with homework as it is... highly unlikely. I'm concerned I'll get it done. The main action is being ... stubborn... to say the least.

~Archvilell
 
hm i think there are a mass of "polys" you can save without loosing the "high-detail"-look of the gun

e.g. the grip..

but however.. the gun looks nice!! ;)
 
your going to have to optimize it somehow if you ever want to see that working well ingame. try normal mapping it and other stuff or just reduce some of the other details.
 
I can see at one screen that it says 15k TRIANGLES, this is not the same as polygons...


looks great! I hope it works in a game.
 
archvilell said:
Well, I don't know how to texture stuff yet. I can't find any decent tutorials. I wish there were some video tutorial out there in which a person started with a naked model, made a texture for it, then got the texture put on, all in SoftImage XSI. Can't find one. Also, my portfolio is due for examination to see if I can get in the Integrated Studio Arts program (in which I can do Computer Animation) by the end of the month, and with homework as it is... highly unlikely. I'm concerned I'll get it done. The main action is being ... stubborn... to say the least.

~Archvilell

http://www.redemptionmod.com/tutorials.htm

It's not much but it might help.
 
archvilell said:
How many polygons per triangle?

~Archvilell


polygon just means a plane that has any number of sides above 2...

so a 5 sided polygon is 3 triangles.....
 
There is no set number, it can be as many tris as you want. Generaly its two but adding more dosnt stop it form being a polly.
 
Ah, so a better thread title would have been "Is 15,500 triangles ... "

I clciked on the link to the UVW Map link but nothing happened, even after it loaded. Is there a way I can save the movie, then have Windows Media Player try to find the codec?

~Archvilell
 
Stormy said:
None the pages seem to have any information on
archvilell said:
I wish there were some video tutorial out there in which a person started with a naked model, made a texture for it, then got the texture put on, all in SoftImage XSI.

In that list of videos he goes through creating a pretty basic model, texturing, and then compiling it.

Very simple model and its only a static prop, but its something.
 
You have done really well with detail for 15,000. I made an m4, and just the barrel and scope, and abit of the stock was over 50,000.

Looks great, keep up the work.
 
Thanks. I've got it as done as I want for now. School is getting over, and I mayget an internship, but I need some practice skinning. I'm reworking a previous model (that is much simpler and lower poly), so this one will be put on the wayside. Here is a few pictures of it done (as I want it to be). I know it needs more tweaking, especially in the smoothing. I was in middle of fixing it when I decided to put it on indefinite hold.







Enjoy.
 
Thanks, I want to do this for a living, so essentially all I do in my free time is model and play video games for ideas.

~Archvilell
 
I'm new to rendering, so this was all I could come up with. Use your imagination to make it prettier. Rendering isn't too high on my priority list right now. I've got a ton of work due by the end of next week. Gotta get to it.

~Archvilell
 
Looking at the 3rd picture from your first post, i thought you could do with some help on the optimization side. For your project this isnt really necessary but just for future reference i made this quickly...

rail19iz.jpg

rail29qo.jpg


This goes for anyone making game models, as long as you line up the ends correctly you shouldn't notice a difference.
 
Ah, okay. I didn't know I could do things like that. I thought everything had to be continuous. Hmm, that changes my outlook a lot. Can I get a second opinion if that is a good tactic or not?

Thanks,
Archvilell
 
It's entirely valid and very good. Contiguous meshes are not compulsory.
 
Ah, that will help cut the polies down a lot. Thanks for the tip random.hero. Oh, quick question. If a face is flat, does it need to be in quads or can it have more than four edges? I know that if it is not flat, it needs to be in at least quads or the smoothing won't come out right.

I also think I get the idea of skinning, so when I get some free time, I'll try to post a skin of the shotgun I'm working on.

~Archvilell
 
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