View Full Version : M4A1 For UT2K3 Mod
ankalar 12-14-2002, 12:26 AM Hey there, the mod doesn't have a website yet, so there's nothing you can see. Yes, I know that it's just a weapon, but I plan to model a character next (yay!). I hope you like what you see, I'm meshing it right now, should be textured soon. I have a sudden craving for apple chips, so I'm not going to type much. Here's 3 renders.
http://ankalar.games-fusion.net/m4/m4wip4.jpg
http://ankalar.games-fusion.net/m4/m4wip4b.jpg
http://ankalar.games-fusion.net/m4/m4final.jpg
| |
Tumerboy
12-14-2002, 01:43 AM
nice modeling so far, how many millions of polys is that?
ankalar
12-14-2002, 02:45 AM
1,000,000 - 997,000 = 3,000 polygons
That's how much it is with the scope. With the carryhandle it's 2800. With just the flipsight it's 2600 i think.
ankalar
12-14-2002, 03:51 AM
triangles/faces, there's not that many polygons 'cause i've got a lot of 4+ sided ones
Dark-Angel
12-14-2002, 06:54 AM
heheh ank, polys are triangles meaning they have 3 sides... when you model some thing with a poly limite or bugget its usely using 3 side "triangles" faces :)
thats what poeple usely mean when they say how many polys :thumbsup:
and as far as i know, games/video cards are still optimized for triangles, so they cant/wont use them
which would also mean that a 3000 quad polygon mesh will be around 6000 when triangulated
that model is really well done but its kinda high poly even for UT2k3(2k is pushing it imo)
bored alien
12-15-2002, 12:57 AM
Umm, I think he meant 3,000 tri's, and less than that if you're just counting the polys? Anyway, isn't that still way too high? I thought entire characters were supposed to be around that range. Looks good though. :thumbsup:
edit: typo
DaKrunch
12-16-2002, 04:11 PM
I don't think 2600 triangles are so many when such a weapon is always in first plane, equipped in your hands huh?
looks just good!
waiting for texturing!!!
:cool:
ankalar
12-16-2002, 10:12 PM
i started texturing it, here's what it looks like so far
http://ankalar.games-fusion.net/m4/m4skin1.jpg
Nahaz
12-17-2002, 12:08 AM
Very nice, remember not to make the same mistake CS made with their reload animation. :)
Dark-Angel
12-17-2002, 04:54 AM
wow man one of the best weapon textures i ever seen you keep amazing me... so did you get my private message yet?
gaggle
12-17-2002, 08:39 AM
Overall I'm much wow'ed, the weapon looks great, and quite the attention to details. The textured screenshot troubles me only so far as me pondering if that kind of tiny-esque detail (the text) will show up in-game without heavy artifacts. But hey if it works then that's just great :)
Two pessemistic comments though: You've modeled every angle of the gun.. is it not only seen from the rear though? At least I think UT handles their weapons with a first-person weapon seperate from the third-person one...
And also: Have you checked to see what the perspective does to it? My experience lies with the Half-Life engine, but yegads its (standard 90 degree) perspective made many weapons ungodly ugly, making them look mucho stretched. From rocketlaunchers to fusionpistols, I've always had to correct things by making them taper out so they got wider. To prevent the weapon from looking like it's 7 meters long and about to poke the opponents in their eyes. Just pondering if you've taken, or plan to take, that into account..
Nahaz
12-17-2002, 10:03 PM
Re: the perspective issue, it also depends on where you place the gun. Most FPS tend to put them far the right, so they can show off as much detail as possible. This tends to make them look longer than they really are. It's also not the most realistic way to hold a rifle. Technically you'd be looking down the sights, not many games go that way.
I've mocked up a couple of examples. The FOV is 90 with the camera place between the eyes.
ankalar
12-18-2002, 03:36 AM
you are completely correct, and i'm pushing for an ironsights mode, since the mod is just starting in development, in which you will hold it to the side like most games, then press a button and you will bring the gun up, slow down a little in walking, but be able to aim better, a lot of new games being developed are using this technique and i think it is pretty cool. about the amount of polies, i'm just trying to suck everything i can out of this engine without completely lagging people with slower computers. i'm hoping to get (when the mod is being beta tested) some people with slower computers to test, and if it lags way too much then i'll delete some faces that won't be seen and maybe some other things. thanks for all your compliments on the model/texture, but i'd really like to have some criticism so i can make it either A. more realistic or B. more aesthetically pleasing.
its always a good idea to delete the polys that wont be seen by the player(unless theres no separation of 1st and 3rd person views, although im pretty sure in UT2k3 there are different models)
and it will most likely reduce the number of polys by a few hundred easily
ankalar
12-20-2002, 05:45 AM
due to only being able to be on the computer about an hour a day plus procrastination to the max, this is all i've textured so far
http://ankalar.games-fusion.net/m4/m4skin2.jpg
yaz786vip
12-23-2002, 01:07 AM
top job.
try having more detail on the arm hand. it will look better cos the arm will be seen all the tim. the model is great and looks good from the distance.
keep up the good work
CGTalk Moderation
01-14-2006, 01:00 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 ©2000-2009, Jelsoft Enterprises Ltd.