View Full Version : Polymodeling : Good start ?
Sk0ll 08-06-2003, 03:53 PM hello
I'm making my first gun model and i'm wondering if i'm doing it the right way:buttrock: ..look at this picture:
http://personal.inet.fi/private/skull/helpneeded3.jpg
(geez, big pic!:p )
Does it look good ? (the model is not extruded or anything yet, it's just flat)
you think it will be easy to start extruding and finishing it if I make the whole model like that ? (I'm refering to creating the polys like i've done). should I avoid triangles ?
If someone could just tell me if i'm going in the right direction, it would be great, thanks :)
edit:
Do you recommend me making 5 sided polygons ? I feel like I need to make some in some parts of the model..
-David
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Marsel Khadiyev
08-06-2003, 04:57 PM
Are you going for a low-poly game version? In that case I would get rid of all those wasted triangles and polygons inside the barrel.
It is very hard to see the actual model with the given picture. Perhaps you could provide a couple of different angles and show a 3/4 view as well.
Sk0ll
08-06-2003, 05:19 PM
hi Marsel Khadiyev
It's supposed to be a low poly yes, and I agree that there are many triangles and polys there, but there is actually supposed to be two triangles there on the gun, but maybe I should apply that kind of detail later ?) I will redo it in a few hours becuase I have noticed the flaws in it, for example; unneccesary polygons.
But the thing I'm worried about is if I can make 5(or more)-sided polys..is there going to be shading errors, or what ?
updated model pic coming soon..
usually there can be a few hundred poly on a game prop and the character a few thousand.When you make a model you must budget how much poly you need on a certain mesh.You can use max's polycounter to check how many poly you have,and remember that texture maps are where the details mostly are,not the mesh triangles.Despite the fact that some graphics card boasts millions of polygons per sec,technically the card might only be capable of processing only half of the detail.But in games poly usualy has more than 3 lods of detail so you might want to make something like three levels such as low,medium and high models.The game engine will load a desired detail model depending on how much stuff is on screen.
So you have to set your budget and model based on the budget,and detail in texture maps:wise:
Sk0ll
08-06-2003, 08:24 PM
thanks for the info mora =) I appreciate it...
I think I will remake the model a little now...I'm aiming for around 2000 polys..but it doesn't matter that much right now ;)
update:
http://personal.inet.fi/private/skull/helpneeded4.jpg
that's my model right now, less polys, nicer smooth =)
The 5 sided polys look wierd when I smooth them :\ so I'll try not to use them..
It's supposed to be a low poly yes, and I agree that there are many triangles and polys there,
I was under the impression you were gonna make low poly stuff.Guess you were just MODELING SUB-DIVISION.Great GUN! But 2000 poly is not technicaly low poly,for a prop that is:surprised
TheWriter
08-08-2003, 12:02 AM
Yikes, and I was used to the 200-400 poly's as being the current upper limit.
Sk0ll
08-08-2003, 07:17 AM
I was under the impression you were gonna make low poly stuff.Guess you were just MODELING SUB-DIVISION.Great GUN! But 2000 poly is not technicaly low poly,for a prop that is Well, it's for half-life 2, and there the characters are 6000 polys, and I was instructed to make a 2000 poly gun, so, that's what I'm going to make..
I don't think this model is going to e used when it's finished, I'm only doing it for training sort of..:applause:
oh yes, about that smooth..I'm not modeling sub division (just like the effect with meshsmooth, it won't be there when it's finished though). :>
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