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SMK-Anh
http://www.runestorm.com/forums/viewtopic.php?f=34&t=76977
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Author:  TurdDrive [ Sun May 01, 2011 2:49 pm ]
Post subject:  SMK-Anh

Pew pew
sitting at 22,000 poly's

:lol:

Author:  Herr General [ Sun May 01, 2011 5:31 pm ]
Post subject:  Re: SMK-Anh

The wire folding stock looks thin and puny- that would hurt a lot to be driven into your shoulder by recoil. Otherwise, nice model!

Author:  TurdDrive [ Tue May 03, 2011 11:35 am ]
Post subject:  Re: SMK-Anh

I am debating on whether to change the stock to a retractable one. Which would be cooler.

Thanks.

Author:  Sarge [ Tue May 03, 2011 7:09 pm ]
Post subject:  Re: SMK-Anh

regardlss os that, i think its really cool :) nice job

Author:  TurdDrive [ Sat May 21, 2011 8:10 am ]
Post subject:  Re: SMK-Anh

UP date!

Author:  TurdDrive [ Sat May 21, 2011 8:15 am ]
Post subject:  Re: SMK-Anh

More...

Author:  Captain Xavious [ Sat May 21, 2011 8:18 am ]
Post subject:  Re: SMK-Anh

That is sexy. I like it.

Author:  TurdDrive [ Sat May 21, 2011 8:26 am ]
Post subject:  Re: SMK-Anh

Last one.....

Author:  TurdDrive [ Sat May 21, 2011 8:28 am ]
Post subject:  Re: SMK-Anh

Thank you,

any criticism?

Author:  Captain Xavious [ Sat May 21, 2011 8:42 am ]
Post subject:  Re: SMK-Anh

A few, starting with: why isn't it in BW yet? :P

Also, this is a personal thing, but I think I liked the iron sights more, they were very pretty, not that the scope isn't, I'm just more bias towards iron sights. :)

Also. AAAAAAH! No Trigger! :P

Looking very sexy. Good work! I wish I was this good at modeling.

Author:  TurdDrive [ Sat May 21, 2011 8:51 am ]
Post subject:  Re: SMK-Anh

:lol: , Im not sure UT2k4 will be able to run this very well, Its sitting at about 17,000 poly, so when i triangalise it, it will be close to double. :(

I still have the iron sights. I was just seeing, how different attachments work with the gun.

Lol Thought you wouldn't notice. :lol: no trigger ATM though Guess i''ll do that next :)

Author:  Sarge [ Sat May 21, 2011 10:30 am ]
Post subject:  Re: SMK-Anh

Im speech less :D

Author:  {ABA}Worlock [ Sat May 21, 2011 10:39 am ]
Post subject:  Re: SMK-Anh

Just a question, maybe a dumb one.
If you use bump mapping for all the little details, could you reduce the poly count so it would BW friendly.
BTW this is fantastic.

Author:  TurdDrive [ Sat May 21, 2011 11:02 am ]
Post subject:  Re: SMK-Anh

UT2k4 doesnt support bump mapping, But i could fake it i suppose.

Author:  Sarge [ Sat May 21, 2011 11:12 am ]
Post subject:  Re: SMK-Anh

you should make the optic all the waY Thru. that would be legit

Author:  Kien [ Sat May 21, 2011 12:00 pm ]
Post subject:  Re: SMK-Anh

TurdDrive what program do you use? How do you make the nice ambient occlusion? Is the model subdivided or do you make such much polygons on low poly version? Could you show a picture with edges visible? Meaning screenshot from the working view. Very good looking model.

Author:  TurdDrive [ Sat May 21, 2011 12:09 pm ]
Post subject:  Re: SMK-Anh

Sure,

I use 3DSMAX2010, and the only modifiers i am using is a mirror modifier,

I get smoother edges by using the Smoothing Groups

I use a Clay render technique, which i turned the number of Rays per sample to 64,

The render will take about 30 min, so ill post the pic later.

Edit:

If you ever want something rendered, you can always ask for me to do it if you want :)

Author:  Sarge [ Sat May 21, 2011 12:36 pm ]
Post subject:  Re: SMK-Anh

How about that M40 ;) lol

Author:  TurdDrive [ Sat May 21, 2011 1:32 pm ]
Post subject:  Re: SMK-Anh

Here

Author:  Sarge [ Sat May 21, 2011 1:48 pm ]
Post subject:  Re: SMK-Anh

I am more for it with the stock extended, but thats just me :) , either way its good

Author:  Sgt. Kelly [ Sat May 21, 2011 1:54 pm ]
Post subject:  Re: SMK-Anh

Looking good. Cut down on some of those polies and that could make a good MARS-2 model. ;)

Author:  TurdDrive [ Sat May 21, 2011 4:20 pm ]
Post subject:  Re: SMK-Anh

Right, Ive done a lot of optimisation, deleted unneeded bit,
but it still weights in at about 15,000 poly's,

And now it looks like this.

Author:  ShadowBlade [ Sun May 22, 2011 3:54 am ]
Post subject:  Re: SMK-Anh

Nice mesh!

You could render that as the HD to create a normal map over an LD. Then use that normal map on the LD, and a do a nice render which you can use in-game (with lights, etc, maybe even a finer bump-map for small mat details). We did that with a few BW weapons. :)

Author:  TurdDrive [ Mon May 23, 2011 9:54 am ]
Post subject:  Re: SMK-Anh

thanks,

Sounds complicated,

This might take some reading up.

Any more Criticism?

Author:  Blade sword [ Mon May 23, 2011 10:16 am ]
Post subject:  Re: SMK-Anh

Well I don't have proper criticism here because well your model only lacks of a fire trigger, but I think you can remove some screws, and let the texturer add this to the texture, it eats a lot of polys for something that can look good with a 2d texture

Author:  TurdDrive [ Mon May 23, 2011 1:26 pm ]
Post subject:  Re: SMK-Anh

Ye, but deleting The bolts will lose about 500 faces, No where near the 7,500 needed to be lost. :( But i suppose its a start.

Im using a Pro optimiser to lose some uneccecesry verts.

Right Im hitting about 10,000 Verts and about 14,000 poly

Author:  ShadowBlade [ Mon May 23, 2011 4:17 pm ]
Post subject:  Re: SMK-Anh

FYI, the Crucible weapons were around 10-29k polygons. 14k on current hardware shouldn't even be noticed. Just make sure you use a low detail (can look terrible) for LOD distance :)

Author:  Blade sword [ Mon May 23, 2011 5:35 pm ]
Post subject:  Re: SMK-Anh

500 faces is a lot I think Also I don't know every detail about your model
I had to optimize some of my models too and My FLASH doesn't exceed the 5k polys, well I will see when it will be turned into shock and awe what it will do, because that one will gain a lot of polys I think

Author:  TurdDrive [ Tue May 24, 2011 10:32 am ]
Post subject:  Re: SMK-Anh

ShadowBlade wrote:
FYI, the Crucible weapons were around 10-29k polygons. 14k on current hardware shouldn't even be noticed. Just make sure you use a low detail (can look terrible) for LOD distance :)


I researched into it, And With UT3/UDK They have a near unlimited limit on the number of poly's allowed in a singular model,

But apparently with UT2k4,

After about 10,000 Poly's the performance needed takes a sharp Rise.

Luckily I have a few unneeded Edges, and with about 2,000 of them, Things are starting to look a bit promising.

What is the poly count on some of the BW weapons?

Author:  ShadowBlade [ Wed May 25, 2011 3:44 am ]
Post subject:  Re: SMK-Anh

Excluding arms, i'd say the highest is about 7-9k. The Railgun is a steep one.
That's in triangles btw.

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