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View Full Version : Game Weapon : A12 Assualt Rifle


BiTMAP
07-14-2003, 03:59 PM
I'm making a weapon for use ingame, Right now its quite heavy (2k poly) but there is some optimization i can do. The thing i need to know is what can i do to make the handle grip on the back look better, and how can i go about making my iron sights work still, but look somewhat good... any ideas on how to go about making the openings in the handle?

Isometric Side view :
http://www.nemusdev.hvmcanada.com/public/a12_iso_side.jpg

Perspective Side View :
http://www.nemusdev.hvmcanada.com/public/a12_pers_side.jpg



Thanks... I'll be posting wires right soon I just REALLY need to catch a wink of sleep rightnow.


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BiTMAP
07-14-2003, 03:59 PM
Perspective Front View :
http://www.nemusdev.hvmcanada.com/public/a12_pers_front.jpg

Perspective Back View :
http://www.nemusdev.hvmcanada.com/public/a12_pers_back.jpg

Supervlieg
07-14-2003, 04:50 PM
It looks quite good, but you should do a lot more optimisation. It doesnt look like 2k polys right now. It's hard to see where they went.

You should sort out yer smoothing groups as well. The design for the gun is good though.

BiTMAP
07-15-2003, 06:20 AM
Ahh Yes, it needs ALOT of poly reduction. Also there is no smoothing groups in XSI, what i have to do is set hard edges, its a bit tougher but can come out with nicer resualts.

Wireframe Side shot (both sides are currently just a mirror):
http://www.nemusdev.hvmcanada.com/public/a12_wire_profile.jpg

and a perspective Wire:
http://www.nemusdev.hvmcanada.com/public/a12_wire_pers.jpg


You can see from the last shot that if i had prior Experience to low poly modeling, I could have avoided alot of the bad polygones.

My biggest problem right now is figureing out how to make the Iron sights work, THEN i'm gonna really chomp down and lower the polycount.

BiTMAP
07-15-2003, 07:32 PM
anyone able to help me AT ALL???

Lordrych
07-15-2003, 10:51 PM
As far as the gun are you using any reference? The other thing you might want to sort out all your smoothing groups just like supervleig said, get those sorted and then post again.

Rych

TheShade
07-17-2003, 01:26 PM
What engine are you using this for?...2K seems a bit expensive for a gun...I see a lot of areas that can be done in textureing...Take advantage of the FX layers in photoshop...Mabey a little pillow emboss...It seems way to ineffeciant in the back...I think you can cut the poly count to 1/4 of what you have now and not loose much detail...When makeing game art, at least for todays engines, you really have to think to yourself if the player will ever get close enough to see the hard work you spent on intracate geometry...You my want to spend your memory budget in a place were the player is more apt to be seeing all the time...

BiTMAP
07-17-2003, 02:05 PM
We are useing the Source Engine.. And the limit i want to be at is 1k.

The most polys are wasted at the stock, becuase that is where your eye will be.. so it should have somedetail.. but i bet i can drop alot out, as well when its optimized as a view weapon it looses almost half the poly's becuase they are never seen so they are deleted. But thank you :)

I'm thinkin i will rip out that massive detail overload in the back, change how the stock is attached to the shoulder stock... and then see what it looks like. once i get it to where i want i will UV and texture it.

RmachucaA
07-17-2003, 06:54 PM
how did u get to use the source engine? are you doing a mod for HL2? BTW, its better to make vertical and horizontal intersecting lines instead of using loads of angular lines, but its is looking very good.

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