palpants
10-05-2005, 08:04 AM
Ok, before I get into the rifle, a few things about me. A> I'm a n00b. B> I've never modeled a gun before (or even worked on an fps before). C> I know virtually nothing about guns.
I'm making the generic assault rifle for a Halo-esque fps, and I'm basically just looking for any crits anyone can give (style, realism, detail, mesh flow, etc.).
I take viewport shots because I like the show edges...
perspective (http://www.freepgs.com/falcon/cc/ar/viewport01.jpg) (270kb)
4 view (http://www.freepgs.com/falcon/cc/ar/viewport02.jpg) (177kb)
enlarged side (http://www.freepgs.com/falcon/cc/ar/viewport03.jpg) (and proposed slide bolt thingy placement - 98kb)
The current poly count is at 792. I'm aiming for about 1k with accessories (possible scopes, flashlight and/or 'nade launcher). The reason for the low polycount is because of the engine it will be used on (free-source engine Crystal Space (http://www.crystalspace3d.org/tikiwiki/tiki-view_articles.php)). The coders never really gave me a target, and when they do they give it in vertices (weirdos). I think I could probably get away with 1.5k, so I'm open for lots of suggestions on things I can add for realism, style, and general mesh cleaning. As a note, the last picture (side view) has a white box. That's where I'm thinking I'll put the slide bolt thing that you pull on after reloading to get the first bullet in the chamber (or so people tell me). It looks a bit awkward though. Any ideas there would be nice. Thanks for the help.
I'm making the generic assault rifle for a Halo-esque fps, and I'm basically just looking for any crits anyone can give (style, realism, detail, mesh flow, etc.).
I take viewport shots because I like the show edges...
perspective (http://www.freepgs.com/falcon/cc/ar/viewport01.jpg) (270kb)
4 view (http://www.freepgs.com/falcon/cc/ar/viewport02.jpg) (177kb)
enlarged side (http://www.freepgs.com/falcon/cc/ar/viewport03.jpg) (and proposed slide bolt thingy placement - 98kb)
The current poly count is at 792. I'm aiming for about 1k with accessories (possible scopes, flashlight and/or 'nade launcher). The reason for the low polycount is because of the engine it will be used on (free-source engine Crystal Space (http://www.crystalspace3d.org/tikiwiki/tiki-view_articles.php)). The coders never really gave me a target, and when they do they give it in vertices (weirdos). I think I could probably get away with 1.5k, so I'm open for lots of suggestions on things I can add for realism, style, and general mesh cleaning. As a note, the last picture (side view) has a white box. That's where I'm thinking I'll put the slide bolt thing that you pull on after reloading to get the first bullet in the chamber (or so people tell me). It looks a bit awkward though. Any ideas there would be nice. Thanks for the help.
