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View Full Version : Object: Sniper rifle (WIP)


DFGFX
12-22-2002, 12:19 AM
Finished modelling. A lot of polys gotta optimize i know. Now onto optimizing and texturing


Took 2 hours. Say if u want to see wireframes
9000 polies

http://www.deviantart.com/view/1052338
http://images.deviantart.com/large/indyart/indymisc/Sniper_rifle_Modelling_finish.jpg

PS. My first graphical post here.

Update:
http://images.deviantart.com/large/indyart/3d/Sniper_rifle_finished.jpg

Entangle
12-22-2002, 01:12 AM
polies even.

that render was a big useless wasnt it? we actually would like to see if you want comments on it. All that space, and such a small render.

DFGFX
12-22-2002, 03:35 PM
http://images.deviantart.com/large/indyart/3d/Sniper_rifle_finished.jpg
http://images.deviantart.com/large/indyart/3d/Sniper_rifle_finished.jpg

comment please

optimized

Entangle
12-22-2002, 05:36 PM
its waaaay too boxy to be finished. Everything on it has a sharp edge.

BartW
12-22-2002, 05:41 PM
Are you sure ? Too boxy ?

It could use some detailed refining, but it doesn't look bad at all.....I assume it's meant for gaming ? If not (poly wise) I'd certainly add more details like screws. bolts, etc.

DFGFX
12-22-2002, 05:43 PM
Yep thanks Bart!!
This is an ingame model and the polies have to be under 3000
!

Entangle
12-22-2002, 05:45 PM
you dont make games glenn.

DFGFX
12-22-2002, 05:47 PM
If you don't know, don't say.
I participate in at least 2 game projects right now.
As well as this John, whatever hapenned in tf, do not remind me of it. act like u just met me

Entangle
12-22-2002, 05:50 PM
ha no.

WarpedMinds
12-22-2002, 07:28 PM
it's very low for in game, are you going to texture it as well? because I highly doubt this will look anywhere near standard for current games. Most models are built with more poly's than needed, and then refined to work in game. Where as you're leaving out details.. personally I don't like the design either, have to agree with Entangle.

also could you please link to these gaming projects your part of, I would like to learn more. :)

DFGFX
12-22-2002, 07:33 PM
Thank you warped.

Well in the games nowadays they make very low poly model and then everything depends on textures.

Gaming projects? just a sec:

www.drinksomecoffee.com --A 3d action shooter game
and the second one is in production and pre conceptual state

Entangle
12-22-2002, 08:39 PM
what do you really expect from severe n00bs?

I mean, there is a game known as black lotus on the snes, and probably other consoles too, the coffee cup logo is like the logo from the java coder.

This game looks shit (judging by the dude to the left and your "sniper", please stop with its production.

lordmachuca
12-22-2002, 09:31 PM
the design could be refined i dont really get sniper rifle from it. looks like a pressure washer gun. sniper rifles are usually bulk to accomidate take the recoil from the high caliber bullets that they use. maybe you could move that little handle by the trigger forward more, or is it the clip? or maybe you should just eliminate it totally and add a tripod or something like that. because that handle looks really useless.

juntao
12-23-2002, 12:22 AM
wow this is some powerful rifle! reminds me of this gun http://www.firstdefense.com/html/side50.jpg

www.firstdefense.com/html/arms_new_50_caliber.htm

i disagree with lordmachuca, i think it looks like a sniper rifle.........maybe after you do your low poly version you could make a regular render

DFGFX
12-23-2002, 01:13 AM
Thanks!

And yep i will render a good realistic version aafter i do thepoly

leigh
12-23-2002, 01:43 PM
Solaceblah and Entangle, kindly refrain from posting pointless, insulting comments in this (or any other) threads.
If you continue in this fashion, you will be banned from posting in this forum.
Thank you for your co-operation.

Entangle
12-23-2002, 07:27 PM
yeah sorry Leigh, somtimes I cant help myself ;)

leigh
12-23-2002, 08:51 PM
Let's just keep the peace, okay? :beer:

strogoff
12-23-2002, 10:06 PM
i like the tiny look of it. i mean, is it a gigantic barrel with a normal sized grip thing, or is it a normal barrel with a tiny grip?

stoo
12-23-2002, 11:15 PM
Im normally pretty quiet when reading these forums, but after the negative comments I feel I ought to give my opinion.

I think the gun looks very cool, I especially like the forward handle and the fact that the barrels length seems to be over-exagerated. The only crit I have is perhaps the barrel looks slightly weak, it might be because of where it suddenly gets slimmer (kinda like its telescopic), but thats the only thing.

As for the poly count, I think 3000 polys just for a gun is actually quite hi (unless its for a hi-end PC game or the character that uses it is not too high poly), but if you can get away with that many then nice going! :)

stoo

BiTMAP
12-24-2002, 01:53 AM
Games are becomeing less and less low poly, Half-life mods are allowing near 1k for a Player gun model easily, mind you LOTS of things are done with textures, becuase simply if you can fake it, do so its better in the long run!

WarpedMinds
12-24-2002, 02:17 AM
poly count all depends on what medium you're modeling for though. Half-Life is a nearly five year old engine designed for large online multiplayer action, and they set out to make a game that almost any computer could run, sure it changed depending on your rig, but you get the same fun on a 1 meg video card and on a 128meg.

Now if we're talking about console gaming (where the games are a set standard, generally) or offline first person shooters, than the polycount is higher and the graphics are richer, generally speaking.

Until I gather more information about what exactly you're using this model for, I cannot give my opinions on them, and since the site is non-navigatable at the best, I doubt anyone can learn anything about this "game"

DFGFX
12-24-2002, 03:18 AM
Thanks you every1.


I agree with u guys. It is pretty high poly and i will try to lower it. Ido agree that the barel should not chhange its sizes but just stay the same size. I will improve on this, Thnk you very much and here is a toon render:;

http://images.deviantart.com/large/indyart/3d/Sniper_Rifle_toon_shaded.jpg
http://images.deviantart.com/large/indyart/3d/Sniper_Rifle_toon_shaded.jpg

Lukashi
12-25-2002, 04:34 AM
I think it be cooler if it had a large magazine like the one of the rifle posted early here, anyways good work :)

earl
12-25-2002, 07:20 AM
I really like the design. It reminds me of some older large caliber Russian anti-material rifles, like this PTRD-41 from1941:

http://www.sinopa.com/sor/bo001/bo05sv/bo05sv12/ptrd001.jpg

It's typical to have another handle near the back of the weapon, since in real life you would be firing from the prone position, with the weapon on a bipod.

Look at how this guy is holding this huge sniping rifle:
Russian V-94 (12.7x108mm) (http://www.sinopa.com/sor/bo001/bo05sv/bo05sv07/v94005.jpg)

Personally, I would rather see it with a bipod further out towards the muzzle, instead of a tripod at the center of gravity. Other than that, it's a cool design.

- does the game have first person weapon view?
- does it support LODs?

In general, I think 3000 is still really high for most games. I haven't seen any commercial games with weapon models that high.

I just finished a weapon for Operation Flashpoint, (not the latest game engine, to be sure) but I was able to keep a fairly high detailed model for the close-ups and drop it down pretty quickly with a series of LODs:

1st person view: 1250
3rd person 0-2m: 1550
2-5m: 1100
5-10m: 380
beyond 10m: 290.

That model can be seen here (http://www.baconbomb.com/modworks).

Just as a personal opinion, I think a model with the overall simplicity of yours could be a lot lower polys without sacrificing much detail (mostly # of sides of the many cylinders).

I think it's a really cool rifle, I hope you post more progress, especially when it gets textured.

DFGFX
12-25-2002, 02:55 PM
Lucashi: THanks!

Earl: First off: BIG BIG BIG Thanks to you! You gave me all the info i need and i will fix the sniper rifle.
2nd: You rock!
3rd: The game is 3rd person view and i dun know what lods are.
4th: They disagreed to use this in the game
5th: I will improve...


Hellrender: i use 3dsm. Well ther are too choices. U can always use normal radiosity dome GI with a soft light blue material applied to the object or u can use global illumination by one of the renderers such as Brazil R/S.

earl
12-25-2002, 04:54 PM
If there isn't a 1st-person weapon view, then I don't think you need to be over 1000 or 1500 max. That's only personal opinion, I'm just an amateur modder, but those are the number I would work for from my experience.

I made a Ghost Recon weapon mod that was, on average, about 650 polys per weapon. I spent a long time making good textures, which made a big difference. I don't want to seem like I'm coming to this thread to show off, but here's the ~650 poly weapons so you can judge for yourself: Spetsgruppa Vympel weapons (http://www.baconbomb.com/vympel/weapons.html)

Ghost Recon doesn't use LODs, so those are single models which are always visible no matter what distance you are from it.

LOD stands for Level of Detail. It means that each unit has a series of models which are displayed at different distances.

You use the highest detail model up close, and then as you get farther away, it's hard to notice details, so you simplifiy the model. I took a 1550 poly weapon and brought it down to 380 polys for the LOD that gets shown after 5m. The change is unnoticeable except for a difference in the brightness of the texture, and it's a huge relief for the video card.

DFGFX
12-25-2002, 05:06 PM
Thanks for explanation. And i wanna see mro and more of ur okr, it rox. Thanks again! I wish they used lod but they don't so i guess i will just keep this for practice. and i need to laern texturing

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