








used refs
tricount = ~9k.
What left: 3d scope(need refs













Now my padding is on left side, i need to place it on right?Mj Pain wrote: The padding on the side of the weapon is usually turned to the other side to make room for the soldiers helmet and earprotection.
Pure gold.Mj Pain wrote: http://www.forgottenweapons.com/wp-cont ... 01979).pdf



Yes. That is the way it´s usually done.w0lf3k wrote:Mj Pain,
Now my padding is on left side, i need to place it on right?










[R-DEV]Rhino wrote:The model really needed fully checking over before you started UVing it, as anything that needs fixing will require you to rework your UVs...
Agreed, but still want keep it somehow at mid-high density forthis.'[R-DEV wrote: As for your UVs, the inside of the launcher shouldn't be taking up 1/4 of your textures
I can stitch them to main lip surface.'[R-DEV wrote: Your UV on the lips between each outer segment are also pretty bad at the moment, right now its 1px or so stretched over them and will look really bad from 1st person.
Ye which is why I suggested having the front end high rez, back end low rez, especially since this is going to have a round inside it and won't be totally see through 99% of the time, and will have a big shadow as a result down the middle.w0lf3k wrote:Agreed, but still want keep it somehow at mid-high density forthis.






































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Fixed and i'll try to find more.'[R-DEV wrote:Rhino;2169486']
Now you can more easily see hidden faces that can be removed like this one:
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Some of SGs problems appears after export from 18 max. i forgot to fix them with texttools.[R-DEV]Rhino wrote: You also have a bunch of smoothing errors, mainly from the triangles not being setup correctly for bits of your mesh, should really get your smoothing sorted before UVing and good SGs can also help you with UVing too with selecting faces by SG etc to select elements you want to be stitched together etc:
1st fixed, others is export issues.'[R-DEV wrote:Rhino;2169486']
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Deleted. SG's on this fixed.'[R-DEV wrote:Rhino;2169486']
You also have extra edge loops here and there which aren't needed, just messing up the smoothing and costing tris:
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Missed that, ty! Welded.'[R-DEV wrote:Rhino;2169486']
Seems you've sliced this bit, but then not welded it up and optimised it?
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Fixed this and will look more at it.'[R-DEV wrote:Rhino;2169486']
Should probably flip this edge to be the other way around? You should really define more of your edges across your model as many things aren't the correct shape since they are not defined and many causing your smoothing errors etc.
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Yeah.'[R-DEV wrote:Rhino;2169486']
Without looking at the refs I would assume the pad should bump out a bit over this bump?
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Just basic meshes for painting with it and later bake normals on it.'[R-DEV wrote:Rhino;2169486']
Not sure what these are doing here?
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Ok, now its 2x rounder.'[R-DEV wrote:Rhino;2169486']
Unless your refs state otherwise, think the top of your rear iron sight could be a lot smoother, players eye is going to be right up to it in for the IS version:
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Remodel:[R-DEV]Rhino wrote: With this block thing being smoothed all over, and being right in front of the player, it really should have more sides to its chamfer than just 1.
Really quick a dirty chamfer to show a bit more how it should be but tbh, I would do the outside of the box again from scratch with decent chamfers:

Ok.'[R-DEV wrote:Rhino;2169486']
This I wouldn't model on and would just do by a normal map in the texture:
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Collapsed this from 8 to 4 edges at center, also doing same on similar objects on right side near rear part.'[R-DEV wrote:Rhino;2169486']
Also these little rivets I would collapse the every 2nd edge on the inner bit like so and will look pretty much identical as before while saving a few tris per each one, many parts of your model you can apply this to:
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I assume from that: 1p and 3p not sharing same texture(3p scaled from 1p) and UV?[R-DEV]Rhino wrote: As such for the 1st person model, I would recommend doing this:
And 3rd person this, since they aren't going to see inside during the reload animation and can keep the back of the exhaust thing high rez too:
After all this operation tris reduced from 9048 to 8869.[R-DEV]Rhino wrote: Right now your tube only has 24 sides where I would recommend an absolute minimum of 32, I would probably say try and aim for 64 sides on the outside and 32 or 48 sides for the inside of the tube and with decent optimization you can get away with that many sides but right now your model is not optimized enough for that many sides.

It does.[R-DEV]Rhino wrote: Hope that helps![]()
Ye, one of the main reasons why we don't advise making models in later versions of max, but yours is a pretty impressive backport considering it had only these issues, normally you get much more from backporting.w0lf3k wrote:Some of SGs problems appears after export from 18 max. i'll forget to fix them with texttools.
Cool, although might even suggest a tad morew0lf3k wrote:Ok, now its 2x rounder.
Looks goodw0lf3k wrote:Remodel:
Looks good, although you could possibly even collapse the top face down there to 1 vert, depends on how much you need the silhouette to stay that shape.w0lf3k wrote:Collapsed this from 8 to 4 edges at center, also doing same on similar objects on right side near rear part.
Ye, ideally you want separate 1p and 3p models and textures.w0lf3k wrote:I assume from that: 1p and 3p not sharing same texture(3p scaled from 1p) and UV?






Ye, it's unlikely you're going to find any massive reductions without removing some details but some details like that bit on the right side of the pistol grip, are best done with the normal map and won't be seen in 1p anyways so you can easily remove them, saving both tris and UV spacew0lf3k wrote:After all this operation tris reduced from 9048 to 8869.
ATM weight:
Rear part - 802.
Front part - 2029.
Scope - 2184.
Both grips - 280.
Shoulder part - 248.
Tube with trigger - 423.
Ironsight - 374.
Reload grip or smth(part with space between itself and tube) - 425.
Other parts(+pic) - 2104.
I'll look more at faces where you cant see them, but still cant figure out how optimize other things![]()
I remove it from 1p mesh to float geometry for normal baking.[R-DEV]Rhino wrote: Bit on the right side of the pistol grip, are best done with the normal map and won't be seen in 1p anyways so you can easily remove them
U mean rounding scope and body up to 32/64 edges?[R-DEV]Rhino wrote: And ye, you can go a bit overboard on the tris for the 1p model











Okay, i make them smoother with other faces.Mj Pain wrote: Fronthandle dont have the this deep groove in it
On my ref it is absent.Mj Pain wrote: The back ironsight has a small protective steelring around it.
Yes, i remember, i place there just box because i want to wait calibration between front and rear ironsights. Most likely i will rotate some parts of front ironsight and just set there reference point.Mj Pain wrote: Front ironsight has pins on the sides to help with aiming on moving targets.
Plus I forgot to mention that there is little point having those 3D details there, they are best done as normal maps and also take note that the pistol grip is pretty much always covered by the player's hand in both 1p and 3p so not worth spending that many tris there.Mj Pain wrote:Some details..
Fronthandle dont have the this deep groove in it and newer plastic replacementhandles are totally smooth. Older woodenhandles do have small grooves on the sides.
looks goodw0lf3k wrote:64 edge body and 32 edge rear part of scope.
Front part.
If you can't see it on the refs then ye, get rid of it, and could also be done a bit by normal maps too if need be.w0lf3k wrote:On refs padding at middle looks smooths, so dunno, should i delete those loops or keep them for small deformation?
I would smooth out the entire scope a bit more but ye, rear part is the most important, and anything that silhouettes like that knob sticking out the top etc could really do with more sides, and the scope cap etc. Also that knob on the bottom left of the scope that has that inside hole, you can collapse every other edge to make its hole lower poly and the edges around it too, while the biggest outside bit could be a bit smoother.w0lf3k wrote:Scope, but i dont know, only add edges on rear side or on all mesh?
Ye, for a 1p model that's fine and still got areas you can optimisew0lf3k wrote:tricount - 12.5kBut i'm sure that i can make proper and decent lods
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[R-DEV]Rhino wrote:Plus I forgot to mention that there is little point having those 3D details there, they are best done as normal maps and also take note that the pistol grip is pretty much always covered by the player's hand in both 1p and 3p so not worth spending that many tris there.
I delete those edges at middle, but it is worth of collapsing 1/2 of this edges on both sides of lips?[R-DEV]Rhino wrote: If you can't see it on the refs then ye, get rid of it, and could also be done a bit by normal maps too if need be.
[R-DEV]Rhino wrote: I would smooth out the entire scope a bit more but ye, rear part is the most important, and anything that silhouettes like that knob sticking out the top etc could really do with more sides, and the scope cap etc. Also that knob on the bottom left of the scope that has that inside hole, you can collapse every other edge to make its hole lower poly and the edges around it too, while the biggest outside bit could be a bit smoother.











