[Weapon] Beryl + SpecterDR (4x)

Discussion pertaining to the PR Polish Forces faction.
Killerekpl
Posts: 11
Joined: 2006-02-05 18:15

[Weapon] Beryl + SpecterDR (4x)

Post by Killerekpl »

I hope you like it ;)

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Dunehunter
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Post by Dunehunter »

damn, that looks sweet! gj
bosco_
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Post by bosco_ »

Awesome :)
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Uncle Blues
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Joined: 2006-01-09 21:40

Post by Uncle Blues »

GJ Killerek!
We are almost done with all Beryls' models. The last thing we need is EoTech sight form Devs. :)

EDIT:
Some resources for comparisions:
http://images.google.com/images?client= ... a=N&tab=wi
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[URL="http://tournament.realitymod.com/"]Image
Rhino
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Post by Rhino »

n1 :)

the rail on the gun looks abit odd, but thats more of the gun design thing than a modeling thing, nice work :)

also how many polies it got? :)
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Killerekpl
Posts: 11
Joined: 2006-02-05 18:15

Post by Killerekpl »

I think something about 3000
Last edited by Killerekpl on 2007-06-19 12:19, edited 1 time in total.
Vaiski
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Post by Vaiski »

BF2 assault rifle tricount recommendation is around 3000 tris.
However it looks like this got something like 50 000 – 200 000 tris. Atleast the scope and rails are way too high poly…

You can't have a turbosmooth modifier on a game model. Drop the smoothing modifiers and post a wireframe render and accurate tricount please ;-)
' ' wrote: Check your viewport configuration to make sure that max is counting your polycount right. It should be always counting tris because all game engines turn every poly into triangles when you export them.

Customise -> viewport configuration -> Statistics. Thick the 'triangle count' and 'total' options. Now if you press 7 it should show correct count in the viewport.
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LiquidSnake
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Joined: 2006-12-17 01:41

Post by LiquidSnake »

Ye that looks rly fvckin highpoly :D BUt a beauty nonetheless!
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eggman
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Post by eggman »

Looks lovely :)

Listen to Vaiski's wisdom hehe. You can add a lot of "polys" through bump mapping techniques and the base model itself should be around 3 to 4000.
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Ironcomatose
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Joined: 2007-02-21 06:07

Post by Ironcomatose »

Very nice man!! Cant wait to see some skins.Why do we need the EoTech sight too? BTW what will be the marksman rifle?

[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
Killerekpl
Posts: 11
Joined: 2006-02-05 18:15

Post by Killerekpl »

Better to much polys then to not enough polys :)
I can delete some details...


I think, that will be svd.
KP
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Post by KP »

Killerekpl wrote:Better to much polys then to not enough polys :)
I can delete some details...


I think, that will be svd.
Too many polies =/= good. :p
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

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azn_chopsticks_boi
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Post by azn_chopsticks_boi »

ironcomatose wrote:Very nice man!! Cant wait to see some skins.Why do we need the EoTech sight too? BTW what will be the marksman rifle?
EoT r badass...that's y :D
danthemanbuddy
Posts: 842
Joined: 2006-11-12 19:07

Post by danthemanbuddy »

Why not keep it a high poly, this isn'y 2005 anymore, we can all run this game pretty good.
mesniaman
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Joined: 2007-02-12 17:03

Post by mesniaman »

this rocks dudes!
blud
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Joined: 2006-09-04 22:22

Post by blud »

Yeah, *very* nice model but I was thinking the same thing as the others when I saw it - it looks way too high poly.
Killerekpl wrote:Better to much polys then to not enough polys :)
I can delete some details...
In games it's not better to have too many polys unless you want everyone to lag like crazy. And to the guy who said this is 2007 and we can handle the polys, well, no we can't really. How many PR players even have a computer from 2007? A high poly gun model means that every map will lag when you are using that gun.
Desertfox
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Post by Desertfox »

danthemanbuddy wrote:Why not keep it a high poly, this isn'y 2005 anymore, we can all run this game pretty good.
Theres a difference between having it at 6K and 50K :P Imagine running around where your first person gun was 50,000 poly's and all the third person's were around 15K. You would lag like crazy.
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Uncle Blues
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Post by Uncle Blues »

stop with that 50k :D

it's 8k right now and cutting down on them should be easy...
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eggman
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Post by eggman »

Uncle Blues wrote:stop with that 50k :D

it's 8k right now and cutting down on them should be easy...
Should be easy to get down to lower poly count. Keep in mind that skinning and bump maps adds a lot of polys (or at least the impression of a lot of polys). 4k is fine, above 6k is a problem.
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Killerekpl
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Joined: 2006-02-05 18:15

Post by Killerekpl »

'[T wrote:BludShoT']Yeah, *very* nice model but I was thinking the same thing as the others when I saw it - it looks way too high poly.



In games it's not better to have too many polys unless you want everyone to lag like crazy. And to the guy who said this is 2007 and we can handle the polys, well, no we can't really. How many PR players even have a computer from 2007? A high poly gun model means that every map will lag when you are using that gun.
Yeach, a mean it's not a problem to cut it down. I delete the subsurf, and i think there will be something about 3000 polys. Or i will try with an another modifer like smooth. :)
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