Sako trg42 sniper rifle

mikeandike22

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Ok here is my new model of the sako trg42 sniper rifle, right now the only part not complete is the bolt.

sniperrifle4zz.jpg
 
also just if you want to know it is 1524 polys and 3496 tris, the tri count is kind of high but the poly count is more wat i would expect from a model like this.
 
theres no need in telling us the polycount as well as the tri count. you have to be watching the triangles, not the polies. can you post a wireframe? its kinda hard to see where the 3500 polies are hiding...
 
well there is no tri count thing in 3ds max, you have to convert to a editable patch and then take the poly count.

wire3gy.png
 
lots of unneeded polies in that weapon the trianglecount should be a lot less, and you could make some more detail all around to it imHo
 
It's a good model, but there are a lot of unnecessary polygons, start by getting rid of all these divisions in the cylinders-
wire3gy2mw.png
 
thats a lot of polys...
Question: when you convert the model to editable patch and look at the face count is that the tri count?
 
xC4RN4G3x said:
thats a lot of polys...
Question: when you convert the model to editable patch and look at the face count is that the tri count?

Yes, but in max you can use the :

Utilities menu (the Hammer)
More (button)
Select Polygon counter

This way you dont have to convert your model everytime you want the polycount.
 
The front side of the grip under the trigger needs to be rounded off, it's not flat on the real gun. The model really needs to be cleaned up, there's way too many segments in that model.

In addition to what kirschtorte posted... In the attached image, pairs of segments/divisions circled in red should be combined together, those segments circled in blue should be removed and the polygons should be remade without them. Also, parts like the trigger guard are flat and don't need an extra segment down the middle.

The polygon counter utility counts the individual triangles when it's in editable mesh. The number of full polygons doesn't matter, there is no need to post it. Since 3d games only render in triangles, only this number matters and needs to be mentioned, and it should always be assumed that when mentioning a polygon count, that the person is talking about triangles.
 
i see 1337, thanx. well it appears i've been using the wrong term then. everytime i said poly in my models...i meant tris. i converted them to patches and wrote down the face count. so...yeah...u guys might have been shocked to see such high polys...sorry..
 
yeah thank you guys for the help and the pointers. When i use the polygon counter tool in max i get 1524, but when you convert to a patch i get like 3000 so really it isnt a lot of polys. But i can see the places that need to be optimized
 
uhhhh i dont think polys matter...when most people list the poly count(like me), i assume that everyone knows i'm talking about triangles because game engines these days only count the triangles and not the polygons.
 
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