UZI model (also Texturing suggestions would be greatfull)

Ravioli

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First i have to say im really sorry to create another thread for my model, please dont think that im trying to show off, i had a problem in the other thread and couldnt EDIT it, it just said "quote" and not an "edit" option :/


Ok, so, right, where was i?

Yeah, thats right, the model, im finish with most part of the modeling itself, only a few tuches and i gota fix some irretating things that i made wrong, and then i have to texture it (thats going to be hard, all i know is to apply a bitmap)


All UZI fans know that there are many kinds of uzis, and i got kinda confused between them, so lets say this is a mixture of several lol. And i will load up more screens later, it just takes much time to Render and its 1 in the morning right now (i have spend a total time of about 5-6 hours on this model)

After that i want to texture it, does anyone have any good texturing tutorial? Where can i get good textures? (im using 3Ds Max 7 btw)


uzi_finished.jpg



Im very amazed what i have done, i dont know if thats Good or not, but i am proud of it because its the first model i actually made GOOD (atleast) in 3DsMax 7.

Just a week ago, i watched those uber cool renders of people making guns, and i tryed and tryed but i just couldnt do it, i was so angry at my self...and look at me now I DID IT :D

Im currently taking 3D Animation and AutoCAD draw classes, and when i have graduate in about...4 years i think, i will hopefully go to DigiPen in Seattle (if i have a good grade)

Im just loving the world of 3D, its so much fun, and i love you guys, LETS MAKE A BIG FAT MODELING HUG :stare:

*cryes with happyness*

Ohh, btw, i have a test tomorrow in 3DMax 7, wish me luck!
 
*HUGS* :D
nice work ....its a well made model i can only really see one thing wrong .... its on the white body theres a little seam from the mirror modifier. i prefer to use symetry.
ON TO THE TEXTURING !
 
excllent! is this the high polyversion for the normal map or something. it seems like alot of the detail could be textured.
 
Looks amazing (Far better than I could ever do)! You should learn to import it into CSS with funky colours now! GOGOGO! :E
 
thanks for the posts, i will look through those texturing tutorials Philibuster ;)

I dont know if this will work in CSS, because i think the poly count is to high, how much does the Source engine support for the V-models? (fps models)
 
V models is like max 3500 if im not wrong.
Nice model btw .. how many poly's?
 
yeh any models have no max but u shud keep em at abouut 3000 thousasand or belkow. alot of the detail n ur moel cosd be textured
 
He has way more then 4,000 , you can tell by just looking at it : p

Looks good, but its not going to make it in counter strike source with many FPS.

Performance and Budgets

HL2 Polycounts:

Soldiers: 4682
Police: 3852
Resistance: 4976
Zombie: 4290
Helicopter: 6415
Strider: 6444
Alyx: 8323

There are no fixed rules in determining how many polygons you use in your model, or how much texture resolution you’ll use in your materials. There are upper limits of engine capability, (25,000 polygons/model and 2048 texture size) but these aren’t usually going to be what you’re shooting for. You’ll need to consider how many of the character, vehicle, or prop you’re making will be on screen. If you’d like dozens of them on screen at any given time, you’ll have a different budget than if you’d only like to see one of them ever on screen at a time. With humanoid characters, especially for multiplayer use, you shouldn’t need to go over 4000 polygons to get a character that has enough detail to accurately describe the form, bend properly at the joints, and have enough edges to light properly. Of course you can have more than that, but with normal mapping, and high res textures, you shouldn’t really need to. One good thing about working in XSI is that you can keep your model as quads and have clearly organized edges (edge loops) that define the shape, with this sort of a model, it is easy to add and dissolve edges, especially since the UV coordinates are preserved and you can easily re-envelope your mesh with saved vertex weights. Discreet levels of detail are supported in the Source engine and can drastically improve scene rendering speed.

-NSF
 
depending on how the animations will be done you might be able to delete the majority of the poligons on the right side.
 
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