View Full Version : steyr aug and 9mm
finchiswaiting 05-20-2003, 04:51 PM ok first off im still new to max, i have only had it for 4 months now, but here is what i have come up with for two separate fps games....
Steyr Aug, m4a1 bullpup
http://www.shilocity.com/danmodels/steyraug.jpg
9mm
|
|
finchiswaiting
05-20-2003, 05:12 PM
you people can critique it if you want. I need feedback like that to help me improve more. PLease give critiques/comments
Pablo-PL
05-20-2003, 05:35 PM
weapons are good...but try fix texture becase i see is low-res and modelas are to boxy....
gretz
Witchy
05-20-2003, 05:39 PM
The models themselves are quite sound however the textures are holding them back a bit- for games models a lot of the art is in the texture as it represents all the things you don't model to save polys.
Both seem to suffer from a planar mapping problem- the texture is stretched on the faces on the front of all the parts of the weapon. This makes the texture look artificial.
The AUG looks more or less the right shape (it is a good idea to model against an image plane) but it is a very light colour and the texture looks as if it has been cut from a number of different pictures- you could try using one weapon only, or making textures yourself using some of the metal tutorials available. Gunmetal is not really as blue as the barrel in your texture. In either case you might try making it more unified in your picture/photo manipulation programme. The pistol looks more uniform (if a little square) but is a bit washed out texture wise. You might want to revisit some weapons sites and look for better photos to work from if you are going to photo texture your model.
I am not sure what the poly count is for the weapons, or your in game target, but you can save polys around the trigger guard and trigger by combining the inner faces. Also consider how your game characters hold the weapon and whether you need detailed triggers etc.
Keep going with the models though; I find I get a little bit better with each one. :)
Ian Christie
05-20-2003, 05:46 PM
Being for a game, my only crit is, you could narrow the hand/trigger guard a bit, so it's not the same thickness as the grip. The grip could use some narowing in areas also. Take a look at how your hand goes when holding something like that.
What game and how many polygons is the model?
Here's an example of a Steyr ACR that I'm working on for Ghost Recon. It is 494 Polygons, out of a maximum 2500. That is un-optimized (unseen faces are not removed)
You can see what I meant above by narrowing some areas.
Anyway, the models look good and just like mine, could use better textures.
finchiswaiting
05-20-2003, 05:58 PM
Hey thanks for the comments, when i get home from school i will look at comments, adjust, look at comments, adjust and so on like that, and the pistol is about 150something poly and the steyr is about 230something poly, and the max for the game is around 350, and the games are centia, and the escape, the pistole is for the escape and the steyr is for centia. and once again, thanks for the comments/critiques, whatever they call them. THey help me out alot, especially being new to this and all
Ian Christie
05-20-2003, 06:25 PM
Sounds good, 350 polys is a tight limit, if you just narrow the guard portion on the AUG and improve the textures on both, they'll be excellent with virtually no increase in poly count. Actually could reduce. :)
Keep at it, nice work.
BiTMAP
05-20-2003, 06:31 PM
you should be able to easiy go higher then 350 for low poly, thats not just insainly low, but retardedly low. I would say prolly nearer to 500 for anything your going to be remotely close too, at 350 i would expect it to be a RTS guys weapon.
finchiswaiting
05-20-2003, 06:47 PM
Well according to the programmer, 350 is max, because its gonna be a mmofps. So i guess any higher might create lag, but i dont know, i just go by what he says, make them and then give them to him. So ya,:buttrock: :airguitar
raz-0
05-21-2003, 04:57 AM
if they are the weapon models you see other players holding, they aren't bad, if it is the weapon model you see at the bottom of your screen... well if your budget is only 350 polys for that it isn't you doing the sucking.. but I hear a great wooshing noise.
The only thing I would suggest is try tweaking your textures. They look like you basically took a low res photo off the web, cleaned it up a tad, drew a spline outline and extruded. Which is a start, but you might want to blow them up in phtoshop or equivalent, and hit them with some drawing skills to add lighting cues and take out some of the scanned image look of them.
finchiswaiting
05-21-2003, 04:03 PM
Originally posted by raz-0
but you might want to blow them up in phtoshop or equivalent, and hit them with some drawing skills to add lighting cues and take out some of the scanned image look of them.
HAHAHA, me?? drawing skills??? ya right man, i cant even draw a decent swirvy line.
BiTMAP
05-22-2003, 04:30 AM
then you may want to work on those skills, it really gives you an unbeatable edge.
CGTalk Moderation
01-15-2006, 05:03 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 ©2000-2012, Jelsoft Enterprises Ltd.