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[Weapon] Beryl + SpecterDR (4x)
Posted: 2007-06-19 11:08
by Killerekpl
Posted: 2007-06-19 11:10
by Dunehunter
damn, that looks sweet! gj
Posted: 2007-06-19 11:12
by bosco_
Awesome

Posted: 2007-06-19 11:22
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
Posted: 2007-06-19 11:42
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?

Posted: 2007-06-19 12:09
by Killerekpl
I think something about 3000
Posted: 2007-06-19 12:37
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.
Posted: 2007-06-19 12:49
by LiquidSnake
Ye that looks rly fvckin highpoly

BUt a beauty nonetheless!
Posted: 2007-06-19 14:01
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.
Posted: 2007-06-19 15:14
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?
Posted: 2007-06-19 15:33
by Killerekpl
Better to much polys then to not enough polys

I can delete some details...
I think, that will be svd.
Posted: 2007-06-19 15:39
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.

Posted: 2007-06-19 17:05
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

Posted: 2007-06-19 17:24
by danthemanbuddy
Why not keep it a high poly, this isn'y 2005 anymore, we can all run this game pretty good.
Posted: 2007-06-19 17:50
by mesniaman
this rocks dudes!
Posted: 2007-06-19 18:32
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.
Posted: 2007-06-19 20:49
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

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.
Posted: 2007-06-19 21:53
by Uncle Blues
stop with that 50k
it's 8k right now and cutting down on them should be easy...
Posted: 2007-06-19 23:22
by eggman
Uncle Blues wrote:stop with that 50k
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.
Posted: 2007-06-20 09:47
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.
