Re: [Weapon] Benelli M1014[WIP]
Posted: 2009-01-26 23:27
I know man, and you are doing great 
Your not online thats why I'm writing here
*hint *hint
Your not online thats why I'm writing here

My replies are in red'[R-CON wrote:Z-trooper;917761']
Dont know what happened here but this needs to be either 1 og 2 loops of edges
Hmm I thought I fixed that....Oh wait I think I fixed that when I was showing this to my brother after I sent it to you.
This is a common "problem" on model. There is a whole lot of intersecting geometry. I cant quite make up my mind if I should advice you to somehow re-model some of the stuff or not. The fact is that there is no convention on this matter, however I personally hate intersecting geometry for a lot of reasons I wont discuss here. So for now I'd say remove these two marked things and extrude them from the cirular thing instead.
Hmmm, I've been trying to avoid extruding cause it seems to make the tris sky rocket along with chamfering
Overall you have a great understanding of not wasting polys, the only place that is a problem is here. I'd say you only need half the edges. And as a benefit it will give a better shape on the back part where it isnt curving perfectly.
Curves seem to be a problem for me, so this might take awhile.
Another problem you werent aware of (I should probably have told you, but I probably forgot).
Game engines use backface culling (removing backfaces).
So some interior needs to be modeled. It really dosnt have to be all that detailed as it only will be seen from 3p view.
I've been asking for a week what to do for that, and noones said a dang thing -_-
I've tried to mark another thing on this pic. Just scale down the polygon inside the tube a bit.
Yeah I need to find what that is, not sure what needs fixing.
Also a problem with backface cull here. Just cap the end border and it will be fine.
The uncapping o that was an after thought, I wasn't sure if that was going to be seen
The last thing here isnt really a problem yet. Its the last thing that needs to be done to the model anyway. Its called smooth grouping and I'll show you how when the time comes.
Ok
I know this may sound like a lot, but your are almost there mate![]()