My second model :D

E

ElmosGotAGun

Guest
here is my second model can u tell me what u people think?


thanks

1.jpg


if that didnt work its here

http://www.users.bigpond.net.au/ElmosGotAGun/1.jpg

:D
 
Pretty cool :) it looks WIP thou... you should add a bit more detail, since it has none.
 
change the background to a less stark color and use some lights and muliple ngles so we can see the whole thing. Looks like a good start what the poly count?
 
Thats really nice for your second model. It better than I can model weapons atm LOL. Its nice a smooth and looks sweet. Its like a xmas gift :D
 
Elmo, me old mate, :), The poly count is too large, u did wat i did, change ur cylinders to 7 sides. And watch the polys drop. And any straight cylinders, make sure they have only 1 height segment thingo. :D. My carbine is like, 2,500 atm elmo, just by doing that to the cylinders, i dropped the poly's by like, more than half. And they are still almost perfectly round. :cheers:
 
i always try to make my weapon models less then 1500 triangles, cause when you add the hand models later on they will also count, so when the full first person view is complete with hands and all, i hope to be around 2000 / 2500 triangles, and when we later delete all the unseen triangles, it will still decrease the trianglecount, so HL2 will be able to handle it nicely :) so, try and make you weapon model around 2000 / below 2000 imHo
oh and very nice modeling so far in so less time, you'r a natural :)
 
simon said:
i always try to make my weapon models less then 1500 triangles, cause when you add the hand models later on they will also count, so when the full first person view is complete with hands and all, i hope to be around 2000 / 2500 triangles, and when we later delete all the unseen triangles, it will still decrease the trianglecount, so HL2 will be able to handle it nicely :) so, try and make you weapon model around 2000 / below 2000 imHo
oh and very nice modeling so far in so less time, you'r a natural :)
You also need to remember that if it is a complete model you can chop off the parts that you won't see in the first-person view (this should be done no matter what the polycount is). If you make a gun 2000+ triangles it's not the end of the world. If you can't get it down to where you need it to be including hands after you've removed unseen faces then it's time to start looking for things to cut back on (general optimization should always be done... I'm talking about things that would make a noticeable change to the appearance of the model). Also, the more you model the better you will be at determining which polygons you don't need and which polygons will make a big difference in the final appearance.
 
by unseen things, u mean things like, the barrel at the front, like, dont make a hole for the first person view. That should save poly's.
 
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