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View Full Version : WIP - Weapon - SW99 9mm Pistol


Bazooka Tooth
10-04-2005, 04:29 AM
My nine, this would be for my protfolio.

638 tris
512^2 textures

I am not too certian on where I should be with 'nextgen' specs, because I havent worked with anything newer than Unreal2. I think I am too heavy on the specs, if somebody who knows could share the knowledge, I would appricate it. I keep bouncing around on where I think I should be, which is making it difficult. Say it is for an FPS.

Crits please.
http://www.somnambulance.com/threed/wip/SW99_WIP01.jpg

ArchangelTalon
10-04-2005, 04:55 AM
I guess I have to reply to this as you're using modo and I love it so ;)

Looks good, though it's actually lower poly than current gen standards, let alone next gen.

Any chance of a proper wireframe? I find it hard to work it out by just having the polys selected (though it looks good as far as I can tell).

Bazooka Tooth
10-04-2005, 07:38 AM
Thanks for the reply, here is a better wire shot.
http://www.somnambulance.com/threed/wip/SW99_WIP02.jpg

erik2003
10-04-2005, 08:16 AM
The model looks nice. However the triangulation can be better probably esp. in the handle bottom.


The UV map on it is not up to spec tho. On the barrel it looks ok but the seam is really harsh on the handle. Even tho you won't see it from a first person perspecive, it is better to try to remove the seam.

Also for next gen i would suggest using an extra UV layer to paint the details. The base layer can then be used to create a normal map and the base materials. Also, for Next Gen this is really low poly if you look at the first person version. The pickup version of the weapon might work with this amount of triangles.

Good luck.

Bazooka Tooth
10-04-2005, 04:46 PM
Thanks for the reply. I suppose I was a bit unclear on the 'next gen' thing... :blush: What I meant was that I dont know, so I wasnt going for it, but I had it in my head, so I wanted to, and I think I need to. Basically I didnt have a solid idea on where I wanted be for specs throughout the whole model. So since I havent been handed specs, I am not going to classify this under 'any gen'. I have an appreciation for sick models with low polys and smaller textures, where I have less for models where the details are modeled. I feel like when you are reproducing a 'real life' object, anybody can throw polys at a model and make it look nice. So I guess that is really what I am after here.

As for that seem, I think you are correct, I will go back and add an edge to see if it smooths it out. I was actually thinking of seeing what I could do with a 256 texture... I will probably just leave it at 512.

Bazooka Tooth
10-06-2005, 11:50 PM
Getting closer
http://www.somnambulance.com/threed/wip/SW99_10T.jpg

Bazooka Tooth
10-07-2005, 07:38 PM
Finished!

http://www.somnambulance.com/threed/wip/SW99.jpg

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