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Posted: 2007-02-08 18:22
by JellyBelly
I personally think you should turn your attention to one of these after the SD...
SOCOM 16
Not sure its in military use, but it would be an awesome replacement for the SF class' M4.
Posted: 2007-02-08 18:42
by KP
Okay... Polygon count: 25733. Miiiiight have to do something about that.

Posted: 2007-02-08 18:54
by BlackwaterEddie
The SOC 16 is an abomination of the M14

, although it does look nice im not sure its used by many units within the US forces
Posted: 2007-02-08 19:09
by JellyBelly
Wouldnt say abomination. Im a fan of all the M14 varients, except the BAR version they made. *shudder*
Posted: 2007-02-08 21:17
by KP
No, I'm not making a SOCOM 16. I ain't no M14 fan!

Posted: 2007-02-08 21:24
by Griffon2-6
Yeah, you should reeeaaally reduce the polies. You don't have to make everything that round. Isocogonal prisms would be just fine.
Posted: 2007-02-08 21:27
by KP
Well, I just turned the entire model into an editable poly, and poly count is now about 3200...
Posted: 2007-02-08 21:50
by mrmong
to be honest thats still way to much for a gun, if i had and time to make my own models in max i would limit myself to >500 triangles for an in game model and >3000 for first person models.
to optimise that model get rid of the little bumps and grooves, those are a waste of poly as that can be done with normal maps, there seems to be an extra tube in the middle, you dont need this as it would show up in texturing, also there is no need for a barrel as you won't see that part in the first person model anyway. The 3rd person model would be an alpha channel plane with a circular texture on.
Delete bits you cant see and get rid of vertexes where there not needed, also when making the first person model delete the whole of the right/left half of it as you wont see it anyway in game.
dont forget to reset all of the Xforms and parent all the objects to the main body, proper naming conventions and heirarchy is pretty important when sorting out 3ds files.
Posted: 2007-02-08 21:52
by KP
Yeah, I know. Will probably have to remodel the whole thing. Upside is, now I know how to do it properly.
Posted: 2007-02-08 21:53
by requiem
Posted: 2007-02-08 22:05
by mrmong
try using splines for the handle and stuff its really quick when you have the blueprints textured inside an inverted box to trace around.
Posted: 2007-02-08 22:26
by KP
Thanks for the tut!
Posted: 2007-02-09 07:21
by KP
Okay, the old model has now been canceled. It was good for practicing, but I didn't really think of the poly count. Now I'm gonna make one for real, with a useable poly count. Will post updates as I get along.
Too bad I won't be home until Sunday, so no .5 and no modelling for me in the meantime...

Posted: 2007-02-09 22:24
by V3N0N_br
Just gotta say good luck, the first one was great, pretty sure you'll make it just as good next time.
Posted: 2007-02-10 23:20
by KP
Thanks!

Posted: 2007-02-12 20:48
by causticbeat
im excited to see #2... stuff like this is always alot better the second time its done.
Posted: 2007-02-12 21:07
by KP
Hehe, positive comments are always welcome

I just started learning proper low-poly modelling, and haven't really had the time to model much the past days, but here's what I've got so far:
Currently cleaning up polygons and fixing edges, then I'll start working on the rest of the weapon...
Posted: 2007-02-12 21:36
by Hitperson
cool
Posted: 2007-02-12 23:13
by k30dxedle
Nice. I'm just starting on Gmax right now. Going to start with a GLOCK 17 (simple shapes) and work my way up from there.
Posted: 2007-02-12 23:18
by Mongolian_dude
Would someone like to try moddle a makarov pistol for the insurgent RPG gunner to use?
...mongol...