Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / AK-47 WIP (5th gun model)

Author
Message
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 22nd Jan 2007 14:28 Edited at: 27th Jan 2007 13:46
DONE(?) NOW

surfaces: 1877 vertices: 2446

post edited again to change pic

Attachments

Login to view attachments
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 22nd Jan 2007 14:29
not just the barrel, at least the front part.

(sry about 2nd post)
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 22nd Jan 2007 22:22
WHOA!

Almost 1200 polies?! That isn't even half of the gun! The whole thing should be that much...

I suggest not making everything look smooth, like the cylinders, because for one its not seen in an FPS view, and when you texture it you won't notice how smooth it is or isn't.

So yeah, it's an OK-ish start 3d wise, but game design wise that needs to be like 80-100 polies MAX. BTW I suggest you save the really detailed stuff for the back area, because that is what you will be looking at the most.

Hope I helped!

BoZo D35TR0Y3R - XBL
Cut scenes
18
Years of Service
User Offline
Joined: 12th Jul 2006
Location: Never leave your back to a door...
Posted: 23rd Jan 2007 00:47
well i'd allow up to 300 for that portion if i made it. Anyway that is just amazing! It looks like the real gun... and if you can do that on model #5 then you will be a pro game developer in 2 years. Congrats on a finely done piece of work.

"People are easier to search when they're dead."--Captain Barbosa
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 23rd Jan 2007 06:59
Congrats on a finely done piece of work. <-its not done yet buddy lol.

Anyway guys thx for ur comments
Knife
17
Years of Service
User Offline
Joined: 17th Dec 2006
Location:
Posted: 23rd Jan 2007 08:00
WOW

that is so mad!

u should try making characters cos that detail is exelent...

shame it uses too many polys!

i heard 2000 is recommended max

currently trying to uvmap well... anyhelp would be great!
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 23rd Jan 2007 23:53
Quote: "and if you can do that on model #5 then you will be a pro game developer in 2 years. Congrats on a finely done piece of work."


Umm...what? Er...no.

Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 24th Jan 2007 00:21
No offense, not flaming or trying to be rude... but here's an honest opinion on the front part. It looks like a drain pipe. There isn't really that much detail in my opinion.

And seeing that the two people who thought this was very detailed and excellent, I can understand and it's not a bad thing that they just joined, but in my honest opinion you should really try smart detail instead.


Excellent Detail: Lots of detail on a high poly model.

Smart Detail: Detail on a model that looks really good, but is still low-poly enough for a game.

-Mansoor S.

(Formerly Xenocythe)
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 24th Jan 2007 07:26
Quote: "No offense, not flaming or trying to be rude... but here's an honest opinion on the front part. It looks like a drain pipe. There isn't really that much detail in my opinion.

And seeing that the two people who thought this was very detailed and excellent, I can understand and it's not a bad thing that they just joined, but in my honest opinion you should really try smart detail instead.


Excellent Detail: Lots of detail on a high poly model.

Smart Detail: Detail on a model that looks really good, but is still low-poly enough for a game.


-Mansoor S.

(Formerly Xenocythe)"


Oh well, i accept that opinion.

*updates gun*

I'm gonna do something about the front part as soon as possible.

Attachments

Login to view attachments
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 24th Jan 2007 07:41
I'm guessing thats... 8-12 thousand polygons?

Maybe you should try looking at some Low Poly tutorials before trying an AK47?

Don't think I'm being mean to you or anything like that, I just think that "doing something about the front part as soon as possible" won't cut it when its a thousand polies over what it should be.

Send me an IM or an Email, if you want I can maybe point you in the right direction on how to use less polygons and still get a great shape?

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 24th Jan 2007 12:03 Edited at: 24th Jan 2007 12:15
8-12 thousand polygons?
Not that much <_< (that would be wierd i think)

1626 now.

*and feels dumb for using 34 segments for the cylinder barrel.*

Maybe you should try looking at some Low Poly tutorials before trying an AK47? <--- Hmm did you see my previous gun models? (just want to know whether you did)

EDIT:/*halts progress on AK-47*
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 25th Jan 2007 00:06
No I didn't, would you mind posting the links here?

And please don't stop because of me, if its 1626 polygons then once you reduce the barrel it could be a very nice model.

I'm sorry that I came off rude, but please continue on it!

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 25th Jan 2007 07:14 Edited at: 25th Jan 2007 07:22
I'm sorry that I came off rude, but please continue on it! <---

not that im thinking your rude but i stopped (but maybe ill continue), cause i wasnt aware that

1.it had too many polys
2.had to think how to make the barrel/front part not look like a drain pipe <_<
3.that types of detail could be classified


Quote: "Excellent Detail: Lots of detail on a high poly model.

Smart Detail: Detail on a model that looks really good, but is still low-poly enough for a game."


4th gun: http://forum.thegamecreators.com/?m=forum_view&t=97832&b=3

2nd gun:http://forum.thegamecreators.com/?m=forum_view&t=97303&b=3
It has 200+ polies and its kinda simplistic.

3rd gun:http://forum.thegamecreators.com/?m=forum_view&t=97585&b=3
surfaces: 1125 vertices: 1150

1st gun:http://forum.thegamecreators.com/?m=forum_view&t=97213&b=3
1200 polys (poly count aint that great)
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 25th Jan 2007 07:41
Well you have certainly come a long way. I think that if you look up some tutorials you will be able to make the gun look VERY good and with a little amount of polys.

Can't wait to see your 6th gun.

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 25th Jan 2007 08:44
Redid the front part
now the front part is 509 polys

Total is surfaces: 994 vertices: 1305

My uzi was 1500 polys

its still in progress, im slow, yea

Attachments

Login to view attachments
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 25th Jan 2007 10:56
You sure you uploaded the right pic? It looks the same except that addition on the back there.

PS: Sorry if my posts are a little off, time wise, because the mods have to make sure that I am not a bad guy for the next week or so prolly...

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 25th Jan 2007 15:05 Edited at: 25th Jan 2007 15:14
Its the right pic, showing that the WIP gun looks the same but with less polys.


(Next month, Feburary im planning to try modelling simple anime character heads, using polygon modelling.) Well, yea i did read that before you model characters, you must know how to model props, etc.

Or I may learn how to use a texture editor.
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 25th Jan 2007 22:10
I'm looking at both pictures of the gun and they look identical except the camera angle was changed a bit.

And are you gonna post a wireframe of this gun?

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 25th Jan 2007 23:35 Edited at: 25th Jan 2007 23:36
Yea i will later
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 26th Jan 2007 09:57 Edited at: 26th Jan 2007 09:57
image here
http://img444.imageshack.us/my.php?image=untitled09876543jk8.png
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 26th Jan 2007 10:39
Why do you have that odd triangle-ish thingy on the side there?

And I think its ok-ish, but you need to look at some tutorials if you want to take it to the next level.

Also remember, everything past the halfway line of the gun is not really seen clear when its textured. So try saving some polies for the back.

And you didn't reduce the count it seems, thats waay to much verts for a barrel.

PS: Next time save your image as a .jpg and host it here, easier to press a "View" button than it is to copy/open a new window/paste.

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 26th Jan 2007 12:31
Why do you have that odd triangle-ish thingy on the side there? <-
Oh that, uhh yea i think i did it wrong, extruded it wrongly.
They caused them to have some wierd shading. I think. Vertices placed wrongly.

And you didn't reduce the count it seems, thats waay to much verts for a barrel.<- I used 16 segments for the barrel. Total is surfaces: 994, im not kidding.

Guess I gotta redo that part again (two parts that have triangle things
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 26th Jan 2007 14:01 Edited at: 26th Jan 2007 14:02
Total objects: 16 surfaces: 1194 vertices: 1594
for the model now
Trying to aim at below 2000 polys or be in between 1.5k to 2k.

Attachments

Login to view attachments
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 27th Jan 2007 05:37
Dude they all look the same. I'm sticking with my assumption of "they actually are all the same".

-Mansoor S.

(Formerly Xenocythe)
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 27th Jan 2007 05:54 Edited at: 27th Jan 2007 05:55
Yea the same but the difference being the poly count.

Should have mentioned the difference earlier.
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 27th Jan 2007 06:48
If you're aiming for a 2k tri cap then you have wasted far too many tri's already, I suggest you remove some un needed stacks around the barrel, and work on the basic shape of the whole gun before you start adding detail, as the ak requires quite a few polys around the trigger area, and with 500 polys left it would end up looking like a few boxes at this rate.

Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 27th Jan 2007 06:56
triangle?

Uhhh I didnt triangulate the surfaces yet.

Stacks as in the white parts of the barrel?
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 27th Jan 2007 07:26
"Yea the same but the difference being the poly count"

You can't press a magic button and have it be 2 tri's and not look different.

If you lower the polycount, it would be visible.

Show me a picture that shows the first ones polycount, and the last update you posted.

BoZo D35TR0Y3R - XBL
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 27th Jan 2007 09:36
I say tri's because assuming this is designed to be in Darkbasic/FPSC then you will have to triangualte it, so there is no point in reading the face/quad count as it won't be accurate to the ingame model.

Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 27th Jan 2007 09:45
I say tri's because assuming this is designed to be in Darkbasic/FPSC then you will have to triangualte it, so there is no point in reading the face/quad count as it won't be accurate to the ingame model. <- thx i understand
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 27th Jan 2007 09:47 Edited at: 27th Jan 2007 09:55
I'm still making it but just incase any of you want to see how much i've done now.

surfaces: 2955 vertices: 1710 when triangulated <_<

surfaces: 1287 vertices: 1710 when not triangulated

So when people mention the poly count of their models, is it the poly count when the model is triangulated?

Attachments

Login to view attachments
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 27th Jan 2007 10:33 Edited at: 27th Jan 2007 10:35
EDIT: Sorry for this post if anyone saw it, I for some reason thought that you said you have 3000 surfaces and 1200 tris, but it is infact the other way around.

About that last question though, basically if they say its 100 poly's, that means its 100 polygons, and they say its 100 tri's, it means that its 100 triangles.

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 27th Jan 2007 11:59
ok thx
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 27th Jan 2007 13:51
UPDATE: its done now, the file/pic is on the first post not this post.
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 27th Jan 2007 20:47
I really doubt that its 1800 polys.

It just looks alot more.

But forget the polycount, great job on the model!

BoZo D35TR0Y3R - XBL
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 27th Jan 2007 20:54 Edited at: 27th Jan 2007 20:58
That can't be 2k. I don't believe it 1 bit.

Put it up for download and I'll see the poly count for myself.

-Mansoor S.

(Formerly Xenocythe)
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 28th Jan 2007 01:50 Edited at: 28th Jan 2007 02:16
ok i email both of you the model


funny the polycount is not believable, unless my software has errors or w/e

EDIT: OOPS, i emailed in ac3d format <_<

Nevermind, ill put the download here
Like what many ppl say when they upload, dont use in commercial games but you can edit, etc

x file here, (is it something like this?)

Attachments

Login to view attachments
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 28th Jan 2007 02:26
Ok, I checked with a program that tells me all the right info (Milkshape), and it is 8613 Polies.

Surfaces are different than polies. And yes, it is about 2500 vertices, but it is indeed 8613 polies.

-Mansoor S.

(Formerly Xenocythe)
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 28th Jan 2007 03:43
Agh and I just sent you an email back.

Anyways, yeah 8000 polies is indeed 7000 too much.

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 28th Jan 2007 04:35 Edited at: 28th Jan 2007 06:53
Read this on www.bakaneko.com

Face / Polygon


Polygons are what makes the world go round! At least in 3D they are. If you've ever payed attention to the latest in 3D Video game consoles, you may have heard people talking about how many polygons one console can display on screen at a time versus another console.
A Polygon (traditionally) is a triangle. A single surface made up from three vertexes in space. In current-day 3D applications a polygon can have as many sides as you let it (most modelers work in "quads" or 4-sided polygons), but when it goes into a game engine it is converted to "tri's" or 3-sided polygons automatically.

Don't care about games? Forget that, just remember that it's the polygon that gives the object a surface. The more polygons you have, the smoother the surface, BUT, the slower the computer will react since it has a lot more data to compute.

polys and surfaces do have some differences. ..
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 28th Jan 2007 06:53
I'm not 100% sure what a surface is EXACTLY, but i'm guessing that a surface is every flat polygon. So say you have a 4 sided box, that would be 6 surfaces, and 6 polygons. Say you have a 8 sided cylinder, that would be 2 surfaces, but 10 polygons.

Somethin like that, maybe?

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 28th Jan 2007 08:25 Edited at: 28th Jan 2007 10:36
Btw my rifle/AK has 4330 polys/tris/surfaces w/e <_< when triangulated.

8-sided cylinder <-if you mean 8 segmented cylinder, it will have 24 surfaces as what Ac3d says. 8 surfaces on each end of the barrel. 8 surfaces for the tube.

the 4 sided box objects...do have 6 surfaces, and should be 6 polygons.



---------------
but i'm guessing that a surface is every flat polygon. <---so my Ak-47 has 1800 polys only. Yay lol. Though it has 4k tris
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 29th Jan 2007 06:24 Edited at: 29th Jan 2007 06:27
When making a barrel, you don't need to make the actual hole the bullet flies out of.

This is because 1) you never see it, and 2) its easy to texture in a black hole.

EDIT: Didn't notice you said something else at the bottom of your post... If it is about 4k tris, that's bad. Polygon counts are kinda useless if you don't use normal maps and are modeling for games... The key is too having 1.2-1.4k tris, which is about 6-700 polygons.

BoZo D35TR0Y3R - XBL
Talissu
17
Years of Service
User Offline
Joined: 6th Jan 2007
Location:
Posted: 29th Jan 2007 07:30
Err at least its not "7000 too much" lol
Xenocythe
19
Years of Service
User Offline
Joined: 26th May 2005
Location: You Essay.
Posted: 29th Jan 2007 21:15
For a game it definetly is

For showcase its ok.

-Mansoor S.

(Formerly Xenocythe)
XK0be
17
Years of Service
User Offline
Joined: 18th Jan 2007
Location: LA Lakers baby
Posted: 30th Jan 2007 02:40
Lol well it's 3000 too much.

BoZo D35TR0Y3R - XBL

Login to post a reply

Server time is: 2024-11-26 15:33:35
Your offset time is: 2024-11-26 15:33:35