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3 Dimensional Chat / Standard size for a FPS gun

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heyufool1
15
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Joined: 14th Feb 2009
Location: My quiet place
Posted: 21st Feb 2009 16:56 Edited at: 21st Feb 2009 23:14
Hey! I'm modeling my first model and i wanted to make a FPS gun. But, I'm very close to finishing the modeling part and it has:

Points -2446
Edges -4809
Faces -2379




is that too much for what i have? (and i know that i sub-divided the handle)
Sid Sinister
19
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Posted: 21st Feb 2009 17:06
The poly count kind of differs model to model. The goal is to get the polycount as low as you can without sacrificing quality, and even then, sometimes you have to do that. But, even if you do sacrifice quality, you can always add some back in with normal maps and bump maps. Post up a screenshot of your model with edged faces or the wireframe. Maybe we can help you eliminate a few hundred/thousand poly's because yeah, that's a bit high.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
heyufool1
15
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Location: My quiet place
Posted: 21st Feb 2009 17:12
Ok, i'll post one in a sec but i do know where i can eliminate them. There are tons of little blocks on each big face which i could eliminate but i tried and i just can't get it to do it right.
lazerus
16
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Posted: 21st Feb 2009 19:24
hmm wow

Dont take this personally its just a crit, if people are; ohh yeah it looks great! keep up the good work. then youll never get far in this business.

That be a modelers worst nightmare. N- gons galor, honestly you couldnt have wasted more polys if you threw them at people!

aside from that it looks like a pretty good model idea. what are you using atm to model, 3ds blender ect.

honestly though i think that youv been taught it wrong or i take youv just started?

dont let this put you off, take the opposite route try and prove me wrong.

heyufool1
15
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Posted: 21st Feb 2009 19:44 Edited at: 21st Feb 2009 23:16
Lol i don't mind. This is my first model i ever did.
lazerus
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Posted: 21st Feb 2009 21:07
ahh i see now, stay away from the sub- div button!!

you can use a normal mp if you need to add more detail,

before you ask,( dont take this explanation as an insult)

A normal map basically reflects light/poly in order to create a smoothing look, it used in every new game as far as i know to signficantly reduce poly counts, imgine it as wrapping you self in invisible clothes, not a very practicle example but there you go,

http://en.wikipedia.org/wiki/Normal_mapping

wiki is allways there for you to fall back on lol

Ah before you ask,

http://www.gimp.org/

http://registry.gimp.org/node/69

tadaa normal mapping program, its basically the Gimp, Generic image manipulation program and a plugin for the normal map filter

hmm what else could i cover...

Uv map? I think ill let someone else handel that,

But a brife description will help, uv maps are a model laid flat, its allows you to texture specific parts and then wrap them around a model again.

I never used animator so i cant realy help, ask Neodelito i think he uses it.

dark coder
22
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Location: Japan
Posted: 21st Feb 2009 21:16
Quote: "Is there anyway i could improve my shotgun, poly wise:"


Look at the subdivide button, stab your leg with a knife. Look at it again and stab yourself another time, repeat this.

How did you manage to create so many quads in the pics in your OP? It's like you created the gun using a terrain editor, in the case of most weapons you should start with a box and extrude the sides out >>JUST ENOUGH<< so that you can move the verts to form to details around your reference images and keep doing this until you have the basic shape from the side, you can also remove any unused verts at this point. Then find a million reference images of the weapon from other angles and add the other details.

Oh and if you hear someone complain about n-gons(a fancy word for polygons with more than 3, 4 verts?) stab them too. They are very useful when making models such as mechanical things and save a lot of time, plus if you're not a moron there are no disadvantages to using them. So keep them, especially at the ends of barrels, scopes etc.

Sid Sinister
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Posted: 21st Feb 2009 21:19
Wowzors

My advice is to look at some other people's work and see how they did it.

Quote: "It's like you created the gun using a terrain editor"


LOL, that's exactly what I was thinking.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
heyufool1
15
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Location: My quiet place
Posted: 21st Feb 2009 21:51 Edited at: 21st Feb 2009 23:17
Well then, besides of the sub-divide that i used in my shotgun is it an improvement from my first one? Because of slight humility i removed my first model and replaced it with a shotgun i made
Deathead
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Posted: 21st Feb 2009 23:33
Quote: "N- gons galor,"

Uh.. On this.. He only has two. I wouldn't exactly call it "galore" but yeah he has a pair of Ngons.
Quote: "That be a modelers worst nightmare."

How? People use N-gons constantly. Mainly for High-poly models, even for Low-poly models(Normal Maps) so I really wouldn't call it a nightmare.
But yeah these model is enriched with polygons. The handle could loose alot, if a face doesn't help make the shame it can be deleted and you'll be given the same result of shape.



lazerus
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Posted: 21st Feb 2009 23:48
Quote: ""That be a modelers worst nightmare.""


no i meant the excessive polygon usage lol

ohh sorry about the N-gons i honestly expected the worst lol

damm that pessimistic side of me, ##stabs him-self in the leg, ##
##breathing heavily## saying it through his teeth
i dont think am goin carry on taking your advice dc



faints on the floor

ow

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