View Full Version : weapon: blaster (lowpoly)
08 August 2003, 08:37 AM
hi guys this is my first post of my work at cgtalk, although i often lurk here.
this is my first weapon model, for a mod i am working on, we're converting some content from hl and upgrading it for hl2.
the old hl model (modeled by mikachu) is here
i'm using that old model as my concept, but it looked very plain, so we thought of a few little embellishments.
it seems like lowpoly work isn't posted that much here, so i guess i'm just testing the waters.
[edit: to comply with the rules, i'm looking for critique on the modeling, but i suppose that's pretty obvious seeing that there is nothing else done yet. =) i'm using max5]
08 August 2003, 09:40 AM
Nice model there.. very clean!
But 1000++ poly doesnt considered high?
I do now know whats the requirement for HL2, but in the current games im working on, our limits is below 500 polys.
try check the requirement.
anyway, it was a nice model.
ps: dont go to the extreme. get the basic shape and lets the texture do the detail works.
08 August 2003, 10:43 AM
I think HL2 weapons are like 2000-3000 polies even, but I'm not sure. Its a pretty nice number is all I know. This gun looks sweet.
08 August 2003, 10:12 PM
There are quite some useless polys though. When modeling for high res and possibly using subdividing/smoothing quads are cool but in low poly you shouldn't aim for nice looking topology. Often the optimised version looks quite messy.
When ever there are three vertices in a straight line you should rethink your structure (and most likely delete the center one). Now you have two intersections going through the barrel because you want it to be round in side view (right?). however the parts below the barrel are not round but straight so there is no use having those edges going through there.
let the images talk.
08 August 2003, 10:13 PM
08 August 2003, 03:36 AM
grr, i haven't had a chance to work more on this yet. they want me to actually do my work at work apparently. :rolleyes:
some very good crits here, and i especially appreciate the pictures with examples of optimizing the mesh. i always want to cling to unneeded polies, it's hard sometimes to force myself to see when i'm wasting.
aaanyways, thanks for the posts, i wasn't expecting to get any at all!
ps- i had a 1500 triangle limit for this, hl2 is going to have 2-3 thousand polygon weapons and up to 7k polies for important characters like the gman i believe.
so i guess this isn't lowpoly like quake3 is lowpoly, but it's real time anyways. i sortof consider anything i didn't meshsmooth to be lowpolygon for all intents and purposes.
anyways, see you in a couple days when i can scrape together some time for personal projects again!
08 August 2003, 10:05 AM
I think anything over 1000 tris is alot for a weapon
if the weapon needs it then you could use it, like some with alot of spikes or tubes and other things that are sticking out in every direction
yourīs is very organic and dosenīt need the high poly
if you are looking for to lower youīr poly count here is a cople of tips
1 , 2 and 3 , these areas could aswell be textured, the amount of polys used dosenīt really add up with the effect it gives
the red lines show you the edges I would remove
What do you think?
08 August 2003, 11:53 PM
Nice weapon. Looks like a gun from blade runner.
08 August 2003, 10:26 AM
i finally made time to implement some of the good suggestions you guys had. first of all i really want to thank you kerosene and refulgo for taking the time to make those examples. maybe that's a common thing around here, but in my time in other forums (a year and a half) i can't remember anyone ever making the effort in one of my threads. by actually seeing specific edges to optimize instead of just being told "you should optimize that model," i feel like i have finally gained the ability to see my models more clearly in that respect. i am always so hesitant to part from any detail, and i know it's been holding me back. so long story short, thank you! this is a big step for me :cheers:
people kept telling me that it looked like a hot glue gun and asking me what the thing on the back was, so i decided to make a possible heat core/plasma cartridge. gameplay's not totally nailed down, this weapon is listed as regenerative at this point, so no need for a clip? was thinking maybe it is very hot technology that overheats if you shoot too much (like the plasma rifle in halo) or perhaps have the heat stored in that core, which you have to throw out and replace if you overheat. :shrug:
one guy suggested these metal bars, which i don't really like that much, but some people are saying the barrel is boring and it might go along with heat idea, keeping you from burning your hands on the gun.
of course those holes are out of the question unless they're textured on. thoughts on the bars?
[says i have too many images, i'll split this post into two parts]
08 August 2003, 10:27 AM
i spent a very long time looking at this thread and the images in it, and trying to examine the mesh and be honest about where polygons weren't needed. the gun and the new plug stand at 1204 triangles in these shots, and after i rendered these out i took out another 8tris from the plug :applause: it's still detailed in areas where refulgo suggested to let the texture take care of it, but i do want to take advantage of hl2 and indulge myself just a little on these. also i took out about 450 polygons when optimizing, so hopefully that will balance out some of the detailed bits.
let me know what you think. posting this in two forums and comparing the two threads, it really cements the fact that it was definitely a good idea to work up the nerve to show this at cgtalk. :love: thanks!
ps. dividsingha, i have still never seen bladerunner, which i know is horrible for anyone that likes scifi- however, i did do a google on the gun.
WOW this thing is cool. i'll definitely have to make a hipoly model of this at some point, once i've learned how model hipoly lol.
also, love the helmet in your sig, very cool
08 August 2003, 11:27 AM
Yeah that Bladerunner gun is really something:thumbsup:
read a thread for some time ago about that the game industry didnīt like tris, quads are easier to texture, and the controle over tri-striping is alot higher if the modeller produses a nise quad mesh (as far as possible), and if u wanna convert it sometime to high mesh itīs lot easier with quads
so lets take a look at that :)
play around a bit and try to get as many quads u can, add faces/edges were needed (remove where u canīt do anything else) (the mesh got to look good to impress) good luck
08 August 2003, 09:15 PM
very nice gun
08 August 2003, 09:48 PM
Another part you can reduce is the hole in the front.
This is a wheel well for my car, but its a good example to show you. See how the outer well has alot of edges. Yet on the inner part i cut it in half? Its somethign you can change and cant be noticeable.
08 August 2003, 02:21 AM
@Refulgo: yeah i probably went a bit overboard on a couple of those parts adding edges. i'll definitely redo the inset area, especially since your paintover has the same number of triangles and looks nicer too :thumbsup:
as far as edges like the one on the handle where it's already a quad shape, but split into two triangles, that actually doesn't matter too much because once i export this to deep paint and photoshop, all the quads will be converted like that. sometimes i just create an edge in edit poly mode just to control how the edge is turned when it converts to editable mesh. when they said that quads be easier to texture, i think they were referring to meshes made with quads and nice poly flow, rather than models that aren't. quads are easier to texture, but i'd still consider that a quad, as long as i'm not going to smooth it.
TEK_Speedy: yeah maybe it'd be a good idea to take that inside and make it six sided. I'm not sure yet if hl2 uses a seperate view and world model, or if they're the same one. i'm going to have to wait and see once the sdk comes out. if they're seperate, those inside polies and most of the stuff on the right side of the gun will probably be eliminated completely for the v_ model, and the whole thing would probably be optimized again for thw w_ model. just have to wait and see i guess. this model will be hacked all up later probably, this is just the pretty version that i can start from =)
08 August 2003, 08:46 AM
"i think they were referring to meshes made with quads and nice poly flow
hope to see it textured soon :)
01 January 2006, 08:00 PM
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