[wip][famae S.a.f.]

Okt

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the poly count is 3032 (not optimized yet) and is only my second try at modeling a gun. Crit and Suggestions are very much apreachated:cheers:
SAF.jpg

SAF2.jpg

SAF3.jpg

SAF4.jpg
 
Looks pretty good. Does need some optimisation though...
 
Thanks fo rthe comment! Yea i need to optimize like hell, but have no idea where to start. If someone is willing to give me some pointers please respond in this post or PM me. Please and Thanks

P.s. i was thinking of haveing its secondary put the stock on or off, While off you could run faster but it was less accurate, and more accurate but slower with it on (Just an idea)

-Okt
 
Take some polies off the thing at the back where it curves, it looks like its being chunky and you wont see it anyway if its a first person view gun.
 
Thanks man, i will fix that in the morning, i gotta get some sleep.:eek:
 
Sleep is good. It builds character. LAZY!! character. Get of your lazy damn ass and get fixin that model of yours!. If I dont see those optimizations done withing the hour you will get som serious spanking from Starmonkey!..

:D Whoopass
 
Sleep is only for those who need energy, me on the other hand will survive this night with my tv on and eating gummy worms that are god knows how old...
 
Wtf cant add an attachment in edit, oh well

heres more shtuff.
 
I'd agree with taking polys out of the stock, chances are it won't get seen anyway. I agree with the barrel too. But the sights... don't skimp on the sights if they are going to be functional ( i.e. ironsights ).

Other than that it looks good. I'm having trouble seeing where the 3000 /\'s are though. The mesh looks pretty simple.


[edit]
Ah, I see the switch nw909 pointed out. You could probably get by with a few less polys there.
 
Hrem...i'm not a weapon's specialist, but it look weird...maybe it's normal...if it is, beat me
 
I am having a very difficult time seeing 3000 polygons in that wireframe shot. Are you sure you don't have a hidden sphere tucked away in the scene somewhere? Anyway, I agree with what the others have said about optimization so I guess there isn't much left to be said. However, there is one other thing to point out. Since it appears that this is for a mod, I would distribute the polygons differently. You should keep in mind the angle and distance of parts in relation to the player's POV. Detail parts that are right in the player's face, such as the back of the stock, the sights, and the back of the body. Since you plan to have the stock fold in, that box is going to be right there and will stand out as being just a box with sharp corners.

Nice work on the model, but it looks like it should be 1500 triangles, tops.
 
Originally posted by Rigamix
Hrem...i'm not a weapon's specialist, but it look weird...maybe it's normal...if it is, beat me


Forget that, i'm stupid...i understand now...
 
a cpuple of places you can do some reduction is on the magazine the circular extrusion could be dropped to 8 sided they look 12 sided now. The tubes for the sight can be dropped to 8 sided and adjust the smoothing groups to round them out. it will be fine unless you mod plans to do iron sights. The barrels caould be dropped to a 8 sided.

Was this modeled from a single block or is it multiple primitives attached together. I find that creating the entire mesh from a single primitive gives you much lower poly counts.

Remember that you will need to meshes one 1st one 3rd. So you'll be deleting the backfacing on the 1st person mesh which will drop you PC down drastically. Of course 3rd person meshes will probably be about 1500 polys so that mesh will not work for 3rd person.
 
Thanks guys for the comments, i was woundering if i posted the file if someone could unwrap it.
 
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