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3 Dimensional Chat / Low-Poly Weapons W.I.P.

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CoffeeGrunt
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Location: England
Posted: 21st Dec 2008 21:37
I've started using Blender to make some low poly weapons for a little project I and a few other guys are working on. Firstly, here's a render of a low-poly sniper rifle, weighing in with only 145 Quads...

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CoffeeGrunt
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Location: England
Posted: 21st Dec 2008 21:37
...and the Wireframe:

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CoffeeGrunt
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Posted: 21st Dec 2008 21:37
Here's a simple Rocket Launcher model:

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CoffeeGrunt
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Posted: 21st Dec 2008 21:38
...and it's wireframe:

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Alucard94
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Location: Stockholm, Sweden.
Posted: 21st Dec 2008 21:44
Both models are way too simple, and you have some extreme texture stretching on both models. For example it seems as you just did a frontal UV projection on that rocket launcher.


Alucard94, the member of the future of the past.
Cyborg ART
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Location: Sweden - Sthlm
Posted: 21st Dec 2008 21:52
Looks good, but I´m with Alucard. And you need to work on your texture
But its a good start.

CoffeeGrunt
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Posted: 21st Dec 2008 22:08
I'm not doing the textures. They got put on by accident with the Blender materials thingy...

Apparently the poly count needs to be <300 tris for the project, I think that's what the coder says. I can't sat much about why it's that low, just that it is...

Alucard94
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Posted: 21st Dec 2008 22:31
Quote: "Apparently the poly count needs to be <300 tris for the project, I think that's what the coder says. I can't sat much about why it's that low, just that it is...
"

Still, you could make those look quite a bit nicer with less that 150 quads pretty easily.


Alucard94, the member of the future of the past.
CoffeeGrunt
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Posted: 21st Dec 2008 22:50
I'm a bad modellor lol I know. I'm not very good with Blender yet. I'll see if I can get a good UV on them, then show it here...

SamHH
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Location: Vermont
Posted: 21st Dec 2008 23:18
Ick, I suggest you model the gun as well as you can without worrying about polycount and then clean it up and reduce until you get down low enough, That, or just use boxes instead of cylinders.


CoffeeGrunt
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Posted: 22nd Dec 2008 10:52
I model the first one from a box, the second one was a cylinder though...

Apparently the player'll never see a close-up of these anyway, it's a TPS view, so the texture will mostly compensate for it (hopefully)...

I'll see if I can get a basic UVM around it...

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