View Full Version : Steyr Aug
01-14-2004, 11:06 AM
not posted in a while, so here goes :D
Its sitting at about 3000 faces atm, a bit high i know, but
the whole thing is a wierd rounded shape, eats a lot up. I
will probobly cut it down some, but for now its ok.
I will be UV mapping and skinning it as i go along :D
01-14-2004, 11:53 AM
Very nice, thre seems to be a couple of smooth errors done around the clip error. Im thinking you might be able to lose some polys but without a wire i can tell. Nice Job.
People round here dont seem to like guns models much :( to bad i got about 15 in my model collection might make a post see what happens. But this is "Game Development" and most games these days have guns so i think they have just been worn out over the years.
01-14-2004, 03:36 PM
I know some of the cuts on the main body dont really appear neccasary, they were added to clean up some smoothing errors.
Thanks for the feedback :D
01-14-2004, 03:55 PM
Not to sound like a dick or anything, but you're not kidding when you refer to those body cuts. There's literally no rhyme or reason in the layout of those cuts. You should seriously consider reworking that. The cuts basically do nothing to improve the poly flow, since even after the cuts you have many-sided polys, verts in the middle of nowhere, etc.
also you could be radical and consider texturing before posting :)
01-14-2004, 06:48 PM
I agree with LoTeKK. You gotta clean up those poly splits in the stock. If you triangulate this mesh for export to a game engine your smoothing will most likely look terrible.
SPM - c'mon man you oughta know better by now that texturing it is someone elses job ;)
01-15-2004, 01:30 AM
looks decent, though the mesh is horribly messy. You have tons of spare polys in the front of the support for scope.
01-15-2004, 08:09 AM
The cuts in the main body were actually put there to clean un exiting smoothing problems, after i had tried every other coceivable way to clear them up.
As for the front support, that needed to be kinda detailed, as because of the position ingame that will be on of the most noticable parts.
Anyway, thanks for the feedback
UV mapped :D
you can reduce the number of sides on the little knobs on the scope. pretty insignificant part of the gun and is too detailed.
and the front of the handle guard is straight, but you have like 5 subsections on it. Ditch those. Especially since you have about 4 or 5 cuts going down it vertically.
Bah i hate trying to explain where people waste polys, but i'm too lazy to dl the image, and ul it right now.
01-17-2006, 05:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2014, Jelsoft Enterprises Ltd.