Looking good so far but a lot of areas you need to fix up and optimize still. Would focus on that before going ahead with adding more detail.
One key thing you should also look into is welding up parts of the mesh to avoid z-fighting and to open up UV space. For example that little plate on the back left side of the gun, just below the back sight, will zfight pretty badly without being welded up and while isn't much UV space under it, you can still fit a few small items in there under it instead of just a big black shadow
Not worth welding up the little nuts you've put on since that will cost too many tris and easy enough to bake them onto the main mesh
Should also weld up the barrel to the barrel base since while that will add a few extra tris to the mesh, the UV space you will save from that is well worth it. Also the edges around it need some serious optimization since they look to have loads of unnecessary edges etc. Speaking of the front barrel it possibly has a few too many sides now, and also it should have a number of sizes either of a power of 2 (4, 8, 16, 32, 64 etc), or a power of 3 (3, 6, 12, 24, 48, etc) to allow for ease of optimizing in the LODs and also having a edge directly on the bottom allows for the seam to be there. Same also goes for the vertical stand cylinder thing that the weapon is currently sitting on which has extra edges on the front and back of it?
Going back to the barrel the inside should be modelled, and UVed like so:
The front sight protector thingy currently has really bad smoothing groups, looks like its got a 180degs smooth on it and it being totally 2D as it looks like wont look very good from a 1p perspective. There probably isn't much you can do about welding it up to the main mesh (although worth trying if you can since it will zfight like crazy being that thin), just be sure to have a texture of it under the surface and try to avoid putting it flat against the surface where you can too.
Speaking of the sights, currently they don't look like they are lined up and you should have them working/moveable as they would in r/l so we can at least attempt to have working adjustable sights ingame and you want them, especially the back sight that's nearest the player to have a lot of tris/details since that is the thing that the player will be focusing on.
The magazine also needs at least twice as many more sides, still looking very blocky.
Deloni wrote:now my question is how many tris should the ags-17 have? at the moment it has around 2,8k tris.
i've added some details and optimized the model. But the weapon in real life has alot details on the side which are not that easy to model. I think the AGS-30 will be alot easier to model.
It will be well worth modelling the details on the left side of the weapon since that, as well as the top, will be the most visible to the player in 1st person.
As for how many tris you have to play with, for the first person model, between 3k and 5k tirs and for 3rd person (which should basically just be an optimized 1p model), around 3k tris.
Other than that looking really good, keep up the good work!
