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Argyll

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m9_beretta.jpg

m67_frag.jpg

m83_smoke.jpg

m18_claymore.jpg


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hmmmm, dunno about u lot but they are so nice. Apart from the fact there is only 1/2 a berrta on my screen. I think my connection is really messed up.
 
oh...my...god they're immaculate, bloody hell, so nice, very nice. i need to make a Beretta and i hope it turns out like thta hehe. :rolling:

btw, i can c a whole beretta hehe.
 
looks very nice, but rings(things jst have your finger in to pull the splint out) looks kinda poly wasting... besides that, very nice ..give us some wies and polycount thank you :)
 
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?
 
Very nice, but you must learn smooth groups man. All your models are faceted smooth groups smooth em all out with no poly wastedge.
 
I actually told the modeler (I didn't make these models) to make the pin properly, which he ended up doing :) I'm sick of seeing extremely skinny grenade pins.

Poly counts are:
- Beretta: 2200
- M67: 2132
- M83: 1900
- Claymore & Clacker: 2300

They will be toned down a bit :)
 
hmm, dont think u need quite so much detail on the Frag, its spherical, i know, i can c that, but still u cud hav 3/4 - 4/5 of the polys on that Sphere and it wudnt make much of a difference. itll be in ur hand most of the time aniways.

*Edit* btw, no offence, but im not sure where all those polys went on the Claymore / Clacker, maybe the back ??
 
They haven't been optimized yet. I'm sure the modeler (Spydr) will address those issues.

But, all comments and constructive critcism is welcome :)
 
First of all, all the cylinders don't need to have that many polygons. It's really a waste and it barely makes a difference. Also, there are some curves around edges that won't smooth correctly. With edges like that, it's better to just leave them as edges and not chamfer them. This way, when you have dynamic lighting and smoothing ingame, it will look like there's a real edge there, and not a separate diagonal segment.
 
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.
 
Ok, I know that 2000 may seem high, but people this is HL2, seriously...

I agree that most of the polys are wasted and aren't seen ingame, which is why by the time we get them in the game the backfaces will be deleted and the poly counts will be lowered. The major reason I used 32 sided cylinders/spheres on the grenades is because that is what the whole model is, and it might as well be as round as possible (our poly counts are 2000 - 4000) The ring not being high poly will detract from the model ingame because it cannot be hidden by smooting (you will still see the sharp edges in the outline). The details in the beretta I see as being needed (becides the backfaces - which will be deleted). I would not have spent much time or polys on the grip of the beretta (because the hand would cover it) except that they need to look good in pictures, so a hand wouldn't be covering it. Everything else on the Beretta will be seen in game and sence the focus point of the model is the top it needs to be round or it will look bad and iron sights for the beretta need to look good so I spend time on the sights.

I don't smoothshade the models so people can see the gun without it being altered. Another reason I don't like to smooth shade is that when I started out modeling I wished I had something to go by (kind of like tracing a picture by hand) but all the models I saw were smoothed so I couldn't see where the triangles were on the model and I couldn't try to replicate it (this was when I was learning how to model and didn't know much about it). So I leave the smooth off so people can have something to go by if they want to replicate my models for themselves.

The Claymore is about 1200, and the Clakker is about 1000 (yes there is more detail than you can see in these renders) put together they are 2200 (I am not sure how it will be done, but these could be separate models, so it is really about 1100 each). The stand on the Claymore is probably where all the polys are going too, that and the screw things on the top.

I can't believe people are complaning about 2000 poly count models when it is HL2... If I wantd a 1000 poly count for HL2 I would have made it 1000 polys. Here are the low poly equivalents (hopefully you can see the difference). The M9 is 1200, the M67 is 800, and the M83 is 800.
 
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.
 
WE are not complaining this is C&C, and 2000 polies is the approved limit, and i'm still in the belief that, that includes the arms...

And just because this is HALF-LIFE 2 doesn't mean we can be stupid and waste valuable polies...
 
i still dont c how u kept that beretta at 2200 polys, it looks atleast 2600
 
hmmmm, u are all saying the polgon count is way to big. But if u think about it. U have a weapon lets say a big machine gun thats 4000 polgons as a 1st person model. So why should your grenade have to be less than 2000. Its just stupid. I mean yes u are saying there is no need to waste. But at the end of the day if u can run the 5000 polgon model then the grenade been 5000 (if it was) wouldn't make a diffference at all. tbh spydy nows what he is doing and tbh I can;t really crit him for his work because at the end of the day it is good.
 
Originally posted by IchI
hmmmm, u are all saying the polgon count is way to big. But if u think about it. U have a weapon lets say a big machine gun thats 4000 polgons as a 1st person model. So why should your grenade have to be less than 2000. Its just stupid. I mean yes u are saying there is no need to waste. But at the end of the day if u can run the 5000 polgon model then the grenade been 5000 (if it was) wouldn't make a diffference at all. tbh spydy nows what he is doing and tbh I can;t really crit him for his work because at the end of the day it is good.

because there can easily fly several nades around the screen at the same time.... that would be my guess :)
 
Originally posted by IchI
hmmmm, u are all saying the polgon count is way to big. But if u think about it. U have a weapon lets say a big machine gun thats 4000 polgons as a 1st person model. So why should your grenade have to be less than 2000. Its just stupid. I mean yes u are saying there is no need to waste. But at the end of the day if u can run the 5000 polgon model then the grenade been 5000 (if it was) wouldn't make a diffference at all. tbh spydy nows what he is doing and tbh I can;t really crit him for his work because at the end of the day it is good.

Because what is the point in it, why should you waste polies that could be used on something else, on something that doesn't need it, you have to think of overall performance, when modelling things...
 
nar, because when a nade has been thrown its then a 3rd person model.
 
that beretta mag is from a damn soft air gun...

you really have to study your weapon before making a model of it..
if this isnt a soft gun mod of somekind.
 
lol, just noticed that my self.....
...someone must feel a fool.....

and don't worry we've all done it before...

...well I have anywho
 
Well, since Spydr actually has an M9 Beretta Airsoft Gun, I'm sure that he would have used it as reference. I guess he doesn't know what a real M9 magazine looks like... as I'm sure most others don't know.

It's an honest 'mistake.'
 
two words:

normal maps.

thats what you want to be using here. use those beautiful high res models, put even more detail on em if you want, bake off the normals and apply em to low res objects.

Sweet. detail without the overhead. of course, anyone with an old GFX card will be lef tou in the cold...

Aike
 
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