[Weapon] KS-23 Shotgun Carbine
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: [Weapon] KS-23 Shotgun Carbine
yeah spotlights sorry'[SP-DEV wrote:Scot;962905']Looks good mate, but OW MY EYES! Hehe, the bricks do hurt a tad, but overall very nice model![]()
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Z-trooper
- Retired PR Developer
- Posts: 4166
- Joined: 2007-05-08 14:18
Re: [Weapon] KS-23 Shotgun Carbine
Alright, 1st of 6 models in my list to go through.
My time is pretty limited this week so this wont be the full walkthough. Mainly modeling this time, detailed reference comparison will have to wait a bit.
Pics will follow in random order.
I dont usually create objects like this but seeing as you are a fan of lots of independant elements I will come with suggestions to fix them...
Unfortunatly we need to add two more tris here, hehe. do as the pic say.
There could be a problem with z-fighting and backface culling due to interpolation of independant elements (why I personally dont like it). We cirtanly do not want any flickering in a place such as the sight area where we have focus.

two next pics involvs the same issue (sort of). Maybe rethink the whole hanguard apporach. In any case it needs to be refined some more.
Oh yea... also forgot to add a mark on the pic.. unneeded vert just above the blue z-axis marker on the edge towards the player. This is also a general issue on the model as I will note a few other places.


A bit messy, needs some more loving and tweaking. Especially the part where the move marker is at on the image.

Add some depth to this. It is a good thing that you try to optimize but you never know what the animators might do to your weapon or from where it will be viewed. Perhaps even add a top poly to be safe.

Seems like a lot of segments on this cylinder. Especially when its not extruding all that much from the side of the gun. This could either be done with a bump/normal map or achived with less sides on the cylinder.

Connect, refine, love it some more
N-gons are baaaad, will give smoothing errors and make stuff look wierd.

As described on the image... those two lines so close together on the top does not add anything to the shape, in fact it disturbs the natural smooth flow.

Wasted verts/polys here. remove marked edges and verts.

Now these back faces you can go ahead and remove. Will never be seen in any way.

Take care of these and I will see about finishing the review when I get time. Do not expect anything before sunday (nor the rest of you who has send stuff)
My time is pretty limited this week so this wont be the full walkthough. Mainly modeling this time, detailed reference comparison will have to wait a bit.
Pics will follow in random order.
I dont usually create objects like this but seeing as you are a fan of lots of independant elements I will come with suggestions to fix them...
Unfortunatly we need to add two more tris here, hehe. do as the pic say.
There could be a problem with z-fighting and backface culling due to interpolation of independant elements (why I personally dont like it). We cirtanly do not want any flickering in a place such as the sight area where we have focus.

two next pics involvs the same issue (sort of). Maybe rethink the whole hanguard apporach. In any case it needs to be refined some more.
Oh yea... also forgot to add a mark on the pic.. unneeded vert just above the blue z-axis marker on the edge towards the player. This is also a general issue on the model as I will note a few other places.


A bit messy, needs some more loving and tweaking. Especially the part where the move marker is at on the image.

Add some depth to this. It is a good thing that you try to optimize but you never know what the animators might do to your weapon or from where it will be viewed. Perhaps even add a top poly to be safe.

Seems like a lot of segments on this cylinder. Especially when its not extruding all that much from the side of the gun. This could either be done with a bump/normal map or achived with less sides on the cylinder.

Connect, refine, love it some more

As described on the image... those two lines so close together on the top does not add anything to the shape, in fact it disturbs the natural smooth flow.

Wasted verts/polys here. remove marked edges and verts.

Now these back faces you can go ahead and remove. Will never be seen in any way.

Take care of these and I will see about finishing the review when I get time. Do not expect anything before sunday (nor the rest of you who has send stuff)
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DeltaFart
- Posts: 2409
- Joined: 2008-02-12 20:36
Re: [Weapon] KS-23 Shotgun Carbine
answers in red'[R-DEV wrote:Z-trooper;972865']Alright, 1st of 6 models in my list to go through.
My time is pretty limited this week so this wont be the full walkthough. Mainly modeling this time, detailed reference comparison will have to wait a bit.
Pics will follow in random order.
I dont usually create objects like this but seeing as you are a fan of lots of independant elements I will come with suggestions to fix them...
Unfortunatly we need to add two more tris here, hehe. do as the pic say.
There could be a problem with z-fighting and backface culling due to interpolation of independant elements (why I personally dont like it). We cirtanly do not want any flickering in a place such as the sight area where we have focus.
two next pics involvs the same issue (sort of). Maybe rethink the whole hanguard apporach. In any case it needs to be refined some more.
Oh yea... also forgot to add a mark on the pic.. unneeded vert just above the blue z-axis marker on the edge towards the player. This is also a general issue on the model as I will note a few other places.
Yeah I was trying to fix that by seperating the sides of it, but since I didn't want to splurg the tris on making an inside for the handguard I tried lowering the top of the guard, must not have moved it as much as I though
A bit messy, needs some more loving and tweaking. Especially the part where the move marker is at on the image.
Yeah needs a bit of work
Add some depth to this. It is a good thing that you try to optimize but you never know what the animators might do to your weapon or from where it will be viewed. Perhaps even add a top poly to be safe.
Ok, see what I can do, itsa pain trying to make depth for that sort of thing
Seems like a lot of segments on this cylinder. Especially when its not extruding all that much from the side of the gun. This could either be done with a bump/normal map or achived with less sides on the cylinder.
I'll get rid of these then thought they added something nice to the model
Connect, refine, love it some moreN-gons are baaaad, will give smoothing errors and make stuff look wierd.
ok
As described on the image... those two lines so close together on the top does not add anything to the shape, in fact it disturbs the natural smooth flow.
Alrigh Ill get rid of the top lines
Wasted verts/polys here. remove marked edges and verts.
woops must have been using them to line of the support
Now these back faces you can go ahead and remove. Will never be seen in any way.
forgot those my bad
Take care of these and I will see about finishing the review when I get time. Do not expect anything before sunday (nor the rest of you who has send stuff)


