View Full Version : Weapon:XCR
07 July 2005, 08:04 AM
Well this is only my 3rd model, I am shooting to get it into CS:S. The only problem is that it is 7400 tris...this is fine for the engine and all, but I am trying to get them as low as possible so that it will have a higher chance to get UV mapped (I cannot do that yet). So my question to all of you is if you can see any way of reducing the count. If you think it is fine then just say so...I might be able to get someone, I just wanted some good, experienced opinions.
Program: XSI Mod Tool 4.2
Method: 99% Poly-per-poly
Tips of any sort are HIGHLY appretiated.
07 July 2005, 08:37 AM
I modeled the exact same weapon about two weeks ago and it came out looking very similar to yours at only 3364 polies, you can view it here if you would like:
Here are some tips that you could use for the model you did. Since it is for a videogame (CS:S) you will rarely see the right side of the gun so details can be minimal on the right side (Unless of course the animator decides to show that side), The back of the gun you will never see as you can tell in my XCR the back is very very very low detail since the back should be placed behind the character in-game, The holes that are underneath the foregrip can be taken out cause you will never see them. Things you wont see or will rarely see should get little to no detail, Depending on the poly limit of CS:S since i dont know, theres alot you can change to lessen the polies. You'll also find some ways to lessen it during unwrapping if you are going to do that. Hope this helped:shrug:
07 July 2005, 08:46 AM
Hmm, maybe I'm off a little here, but....
Since (I believe) CS:S uses high-quality models for first-person view, and lower-quality for third person (when you're looking at someone else's gun)...couldn't you just tone down a little on the parts that won't be visible? Like the back of the grip, maybe some parts of the stock, etc?
Also, looking at this image (http://www.robarm.com/XCR-L%20CQC%20LS%20copy.jpg )
Would it be possible to maybe tone down the front-grip porting a little? Not sure if you want to compromise in that area or not.
Great model by the way. Does the charging handle really only stick out that little (as in your model)?
07 July 2005, 09:45 AM
I left out many little parts and only really modeled details I figured bumpmapping wouldn't be able to do correctly. You seem to see where I am in a pickle of either I keep what I got or lose some tris and some detail.
Now I know of a few unseen places I have polygons but even all those only amount to about 200 tris max.
Now what did you mean about the "porting"? I am not clear what that is :p. And judging by this pic http://www.robarm.com/XCR-L%20CQC%20LS%20copy.jpg I don't think the charging handle sticks out that far...just enough to pull with one hooked finger (But hey it looks easier to pull than the M4). There really are not many pics of this gun floating around.
I am glad you are liking my model...only my 3rd one...still learning.
07 July 2005, 10:28 AM
When creating a 1st person weapon for games you must think about faces and areas which cannot be seen ingame. For example do you need the right side of the weapon? Will you see the front or bottom faces in the game. Another part is the butt. I think you will never see the whole butt. There are so many parts/faces you can delete.
Great model btw.
07 July 2005, 11:05 AM
That is true, but the thing is...I will not be animating it, if at all, so who knows what faces will be seen. I am hoping to have someone from Clan of the Dead Goat forums animate it, and they like to do unique anims...I don't want to restrict them. See one thing seems to always counter another.
Oh and thanks :D that means alot coming from these forums!
07 July 2005, 11:05 AM
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