View Full Version : lowpoly future-traditional gun models

11 November 2002, 07:50 AM
Four guns I modeled in maya 4 for my college's game club's ( ) upcoming game "The Company" (game info available at the site). All four had a poly limit of 60-75 polys and most ended up being around 40-55 polys (the grenade launcher was around 70). The textures are all 256x256 (the semi-transparent black lines are the UV Maps).

um... other comments... hmmmm
I'd offer the wireframes but these things are so low poly it's pretty much visible already. oh, yah, these are my first four real models in maya ever (excluding basic tests to get to know the tools), and the textures are my first for models. I'm looking forward to doing some (much) higher poly models for our club's next game, R3, a UT2003 racing game mod.
crit and rip and comment away folks~
- flaagan

11 November 2002, 01:15 PM

ok. . . not really. . . .

11 November 2002, 06:32 PM
Low Poly not means Low Detail.
Rework the texture!
If it helps build the gun highpoly, render it and map that onto the lowpoly object.


11 November 2002, 11:16 PM
James, if you're coming tonight, I'll help you out with some stuff. . .
They aren't bad, but they do need more detail . . .

11 November 2002, 01:12 PM
except when it's a stratagy game and there's potentially 90 characters on screen all with guns, armor, etc. . .
That's why they're 70

11 November 2002, 03:32 PM
U need to fix the seams, but nice work. Its hard to make real lowpoly sometimes :) expecially to make it look great. Keep on workin on the textures.

11 November 2002, 11:08 PM
keep in mind that these are for a strategy game, so the biggest you'll ever see them, is MAYBE half the size he's posted. . .

11 November 2002, 01:11 AM
But its good practice to do the best you can :P Always do your best. And work your ass off! :airguitar

11 November 2002, 04:24 AM
no question about work ethic, all I'm saying is that people have this expectation that all game art is for an FPS or something where you have a rather limited number of characters and objects, so the poly/texture count can be bigger. . . this is not that, this is a stratagy game, with lots of little characters running around a big map, so the poly count and texture size is quite a bit more limited. Again this is a totally separate issue from work ethic. We always do the best that we can, and we always learn from doing so, it's just that sometimes people don't realize the constraints you're forced to work with, and thus, interpret those constraints as poor quality. . .

Anyway, that's my rant for the day.

11 November 2002, 04:28 AM
I never said it was poor quality, it looks good to me :cool: But he still should fix the seams, see the bottom left gun? the tip of the gun doesnt seam in with the side of the gun (the green metal). Its the little things that count. BTW u guys got some ingame screenshots yet? :bounce:

11 November 2002, 05:16 AM
nothing with weapons yet, we've been doing lots of engine tests, but it's just a character with general animations moving around. . .

11 November 2002, 05:16 AM
I guess I should butt in at this point, since Nick (tumerboy) has been nice enough to stand up for my work.

As far as the detail is in the models are concerned (poly count and textures), I was told by the modeling lead that what was important was that they be recognizable in shape and texture when seen in-game. I use the term 'recognizable' because, as far as I know (and Nick can correct me if I'm wrong), the size off these models in-game will be tiny compared to how big they are shown here. I will try to get one of our programmers to get a screenshot of a character holding a gun to give an example.

Thanks again to all the input you guys have given, by the way! :applause:

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