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3 Dimensional Chat / Trying to make guns.

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GCEclipse
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Joined: 23rd Sep 2002
Location: United Kingdom
Posted: 26th Oct 2003 11:22
Hi, I'm trying to make improved weaponry for my game: "Obsidian" as I've had a lot of criticism in the past for the quality of them. I'd really like some comments on a gun I just made (its not textured yet).



Genesis Rage
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Posted: 26th Oct 2003 11:31
like the design (which i guess its for a sci-fi game)... but as for the quality... how many poly's is this? might want to think about that... you dont want the ploy count to high, as this will slow the game down

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GCEclipse
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Posted: 26th Oct 2003 12:46
Its 504 Polys - what would you say was the ideal for this sort of thing?

Genesis Rage
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Posted: 26th Oct 2003 18:06
500 is decent... looked like it was a lot more... is that the polygon cound before or after triangulating it? dont know how your editor does it...

i know in 3DS a cube is 6 polys before you trianglulate it... and 18 after... but for a pistol... personally i would go for about 200-400 polys... and around 300-600 for a more detailed rifle... you just want to keep the polys as low as you can (with keeping it looking good) just so that the game will still run nice

==Main Computer==
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M00NSHiNE
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Posted: 26th Oct 2003 18:06
Well considering its onscreen at all times, Id set a 250 limit. A hand would have to replace the grip. To be honest it looks a little too cartoony for Obsidian. I know its a good game, but with a darker feel, find some reference pics of real life pistols, and see if you can modify them to make them look futuristic....good additions are LAM's (laser aiming modules), telescopic sites, magazines in front of the trigger rather than in the grip etc....experiment a little

example


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Genesis Rage
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Posted: 26th Oct 2003 18:10
thats pretty cool... i have that EXACT same watch!

==Main Computer==
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GCEclipse
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Posted: 26th Oct 2003 22:53
Cheers, I'll take that on board.

AlecM
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Location: Concord, MA
Posted: 28th Oct 2003 09:37 Edited at: 28th Oct 2003 09:38
That looks to be more than 500. 500 triangles?

I dunno, maybe it 500. still its a waste of polys.

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Van B
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Posted: 28th Oct 2003 15:11
One of the first things to consider when making weapons is UV mapping, a high poly model like that will be a pain in the ass to texture. For one thing, that's definately more than 500 polys, more like 1000 - considering the barrel at the front looks like a 40 sided cylinder, with 4 sections before it meets the gun - your talking about 320 polygons on the barrel alone!.

I suggest you forget the idea of texturing after modelling and come to a happy medium that will let you work faster and be in better control of polygons. For example, instead of using umpteen polys on the barrel, make 4 x 8 sided cylinders and stick them end to end, just like you have, an extruded polyline makes for a good gun too, cylinders and extruded polys is usually all you need. I like to lay out the model as if it was a texture map before texturing, like on the handle, you could vertice edit the sides so they're flat, then plain map - after you'd plain mapped, you simply re-edit the vertices back into shape - beats trying to UV map those tricky bits. You can usually get away with cylinder mapping the barrel, but lay your model out with plain mapping in mind, you'll notice how much easier it makes things - and how much easier it is to avoid texture stretching. Never take a whole gun mesh and plain map it with a photograph like a lot of people do, it's on screen all the time so pay close attention to the top of the gun, keep that clean and the model will look great.

Personally, I would'nt usually go above 400 polys on a hand gun, of course it depends, but as a rule I like 8 sided cylinders for barrels, which keeps the poly count down quite nicely without looking like crud.


Van-B

arras
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Posted: 28th Oct 2003 15:41
Have to agree with Wan B -nice model but not sutable for game at all. That polycount have to be way more than just 500.

personaly I would say gun for a shooter game should have even les than 400 polys ...decent looking human head can have 200-400 polygoons.
GCEclipse
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Posted: 28th Oct 2003 23:12
Your comments are invaluable, especially yours VanB. I'll try to bear them in mind.

I've tried to reduce polycount on this model (Now 302 Polys) and done another gun model for another type of gun (298ish Polys) - are these any improvement, do you think?





Hamish McHaggis
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Posted: 28th Oct 2003 23:17
I like the second one a lot more.

Brains are for idiots.

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Van B
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Posted: 29th Oct 2003 10:20
Yeah, definately, looks a lot beefier, like a pulse cannon or something. Try and stick to the same style for all your weapons, sorta a happy medium between WH40k chunkyness and current day weapons.


Van-B

arras
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Posted: 29th Oct 2003 10:50 Edited at: 29th Oct 2003 10:51
Looks like your gun is made of seweral parts:



Try to model your gun like one mesh, not just group of primitives grouped together.

I think at simple's web site you can find nice tutorial about modeling assault rifle ...perhaps you might be interesting to look at it.

To the design of your weapons: firsth one looks to me like space ship, reminds me of frigate from Star Wars a bit

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