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3 Dimensional Chat / Pistol - 496 polygons + texture

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 3rd Feb 2007 16:00
Pumping out more media for the FPS Tutorial, heres a pistol I did last night:



The texture needs a bit more work and theres some polygons in there I could remove, but its pretty much done. The mesh was a lot cleaner before but when I imported it into lithunwrap it became triangulated, and then I performed a model optimization which jumbled up a few polygons, I fixed them but the mesh is still a lot less crisp as it was before triangulated.

Those 2 shots of the pistol above the mesh view were taken inside DBP.

- RUC'


:: Check out the new FPS Tutorial's Progress at http://www.freewebs.com/ruccus
along with code, media, and more.
Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 3rd Feb 2007 17:15
Nice! Looks awesome!


But wheres the trigger?

-Mansoor S.

(Formerly Xenocythe)
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 3rd Feb 2007 17:18
its there, that black bit, I know its small but thats about the size ratio it was to the rest of the gun in the concept picture I used to draw it (found on google).


:: Check out the new FPS Tutorial's Progress at http://www.freewebs.com/ruccus
along with code, media, and more.
Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 3rd Feb 2007 17:28
Oh ok

Looks awesome. You could use my desert eagle on this board if you want, and the shotgun.

They may not be as good as this, but hey, they are alright

-Mansoor S.

(Formerly Xenocythe)
Dared1111
18
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Joined: 25th Oct 2006
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Posted: 3rd Feb 2007 17:30
In my opinion, part of the gun is unneeded unless you are going for a reload animation or whatever

Who wants a Lemon?

I love lemons... and cats
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 3rd Feb 2007 17:40 Edited at: 3rd Feb 2007 17:42
What part? I cant read your mind.

Just thought Id point out, the mesh shot looks pretty weird where certain lines dont join up properly, thats not the mesh, that's Wings 3D's fault. Basically in Wings if you switch to mesh view and use scene lights (I used them to light the entire model up so it can be seen better) the lights fade out a lot of the wireframe, mostly the edges that are infront of other edges. So those arent a bunch of n-gons in there .


:: Check out the new FPS Tutorial's Progress at http://www.freewebs.com/ruccus
along with code, media, and more.
Errant AI
18
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Joined: 24th Aug 2006
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Posted: 3rd Feb 2007 18:06
Quote: "What part? I cant read your mind."


I'm guessing he means the parts you don't see during game play like the muzzle, bottom of the grip, right-hand side, etc. Depends on how much it flails about.
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 3rd Feb 2007 21:31
Ah ok, well there's a few reasons for that.

a) Yes, theres animations, so you'll be seeing a lot of the gun.
b) The gun model used on-screen is the same as the gun model used on the ground to be picked up, so you need to be able to see it from all sides.
c) Yes, the gun model is on the ground when seen from all angles so it could be much less detailed on the front/near the trigger, but Im also interested in seeing how much graphics quality I can give this engine before the framerate starts dropping below 60. Im still in the hundreds now with much of the engine complete so Ive got FPS to spare.

Thanks for all of the comments, I might still try to reduce the poly count of the trigger/front though, its good practice.

- RUC'


:: Check out the new FPS Tutorial's Progress at http://www.freewebs.com/ruccus
along with code, media, and more.
Dared1111
18
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Joined: 25th Oct 2006
Location:
Posted: 5th Feb 2007 20:01
i mean the trigger

Who wants a Lemon?

I love lemons... and cats

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