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Ballistic Reality Weapon Pack (READ THE POST)
http://www.runestorm.com/forums/viewtopic.php?f=75&t=75716
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Author:  Ossian [ Thu May 17, 2012 7:15 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Blade, 6000 is fine for a weapon poly count, sure the less there are the better the performance would be. but an excessive amount is more around 20K and up, for a belt fed weapon such as an M249 or M60 it's more understandable to have a higher count.
here's an example:
http://gamebanana.com/models/2623?vl[page]=2&mid=PostsList
beautiful model, runs perfect ingame and it's 11717 polygons meaning 23434 triangles.

Author:  Blade sword [ Thu May 17, 2012 8:15 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

His models exceeds that model in matter of polycount easily ;) most of his models are around 30 k triangles and more and that's not only the polycount. It's the messy structure of his models, while I don't know about the ones displayed up, I know about the ones I've got in hand to check. Also none of my current models exceeds the 15 000 triangles. And there is performance issues with some models in sergeant kelly's pack like the X83 and the bulldog who are only more than 10 k polygons.
When I say about 6000 it's what the industry uses as a limit, my FG 50 for example is about 9300 triangles and it have a lot of details. In matter of triangles for the mod better to not exceed the 15 000
Even my first FLASH was excessive and I had to reduce the polycount for it, for the FG 50 I had beginner misbuilds and some polycount issues.

I'm not saying those things to be a jerk, I had my own troubles too and I'm only sharing experience there. Accepting the critics and advices is also a mean to progress.

Author:  waffle shake [ Fri May 18, 2012 5:16 pm ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Yeah that grenade launcher was really messed. Just looked at the mesh. There are A TON of unneeded polygons, but meh it looks good and i am fairly happy with them. Blade, perhaps share with me how you put detail into your weapons, but remain under a certain amount of polys. I'm pretty lazy and just subsurf and bevel the shit outta mine.

And what weapons of mine do you have? They might be old, and therefore crap. haha.

Edit: Just checked out all the guns i have modeled so far. Most are under 6000-7000 polys. About 3 are around 9000 (mostly because i was messing around and adding accessories, so really they are ~7000). 1 is greater than 9000. The two i showed you there were made for a nice render, and therefore are the only ones that have a ridiculous poly count. So hah! I'm not retarded! ;D ;D

Edit 2: Just found out that the poly count for the Colt .45 was actually the whole scene, not just the gun. Just the gun without the silencer is ~6200 polys. Vector is still ~20K

Author:  Blade sword [ Sat May 19, 2012 4:49 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

I think I have that grenade launcher, the masada since sergeant kelly asked me asked me to check it.
but if you want to know my tips I will share them ;)
1/ Do not make too high poly cylinders, and select a proper circle number of sides in relation to their sizes, while the G36 is good and have 16 the masada's barrel seems to have much more, having a rifle barrel about 12, 16 is sufficient, even my FLASH have only 16 sided rocket tubes and it still look nice ;)
2/ when you have flat surfaces try to avoid a high degree of subdivision, this adds useless polygons without putting details
when you have that kind of situation, try merging vertices when you model; you don't have to be maniac and hut every polygon but at least the most obvious and easy things to clean
Image
Here for example that hand grip could have been cleaned and save a lot of polygons there.
At your G36 carry handle I will say nothing because it's rounded and so the subdivision have its place, but not on this flat part.
To merge vertices you aren't forced to do that one by one, when the situation permits it you can merge a lot of segments.
To merge stuff you have the merge tool or you can use the snap tool and then use the specials and use the remove double tool.
3/ You don't need to have every part soldered with others sometimes for example for rails you can place them above a face without sculpting it add 4 faces for that.
But when you put parts with others think about how mechanically it should work.
For example your MGL couldn't work mechanically because parts of the drum is soldered towards the guns body
This is yours; the selection shows the connected parts and so the drum is connected towards the front body
Image
This is mine where the drum is an independent thing
Image

You can also ask Captain Xavious for tips and tricks about modeling, and for doing UV maps. but he generally use the subsurf and the bevels but probably not in the same way you were used to use them

Author:  Captain Xavious [ Sat May 19, 2012 6:24 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

I don't use subsurf, Blade.

Author:  Blade sword [ Sat May 19, 2012 6:30 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

You told me that you did on your johnson weapon if I remember, no ?

Author:  Captain Xavious [ Sat May 19, 2012 6:44 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

I did. Maybe. But then I deleted the wood peices anyways and remade it my usual way. I really don't think I used it on the Johnson though. I did use it on the French rifle I made, the Mas 36? I don't care for how it looked though, kind of had that look where you knew it was made in Blender.

Author:  Blade sword [ Sat May 19, 2012 7:16 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Probably except if I confused it with the smooth function. :think:

Author:  waffle shake [ Mon May 21, 2012 4:28 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Yeah I figured that was where all my polys were going, the cylinders.
Oh yes! I've been wondering how to simplify down those flat bits i never really saw the merge tool!
With the MGL, isn't it made with the whole of the drum and that front body rotating? I mean in real life? Like the whole of the front rotates with the drum?

Thanks for the tips! They help!

Edit: Oh i see what you mean. My bad I totally forgot to un-join those two bits! When you reload the gun, the drum comes out with the whole front, but when it fires, it rotates around like a revolver! Sorry!
http://www.youtube.com/watch?v=aX-99a1J ... re=related

Author:  Blade sword [ Mon May 21, 2012 5:22 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Glad my tips does :) Also avoid to use the subsurf too much, it can fill your weapons with useless polygons and when you have to clean the stuff you will have a lot of problems and waste z lot of time.
Yeah when you make model of a weapon and you have doubts about how it works try to watch vids or find pictures that shows the visible moving parts.
those things helps and allow you to know what you are doing ;)

Author:  waffle shake [ Tue May 22, 2012 5:31 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Just a question, how would you extrude a cylinder into a cubic shape? EG. If i have a flat, square plane, and i want to extrude/intrude a cylinder out of it?

Author:  Blade sword [ Tue May 22, 2012 7:30 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

That's not directly possible but there is various ways to do it
You can use booleans with the face you want to have a cylindrical hole and then when you are in object mode you can do what you want with but you have to clean the mess if there is mess, sometimes booleans aren't great but they can be useful

The other technique who is a lot cleaner is the following
I think Glosmostinex explained it in his tutorial
viewtopic.php?f=74&t=74892
Here is the thing
Image

Step 1 extrude like if you want a smaller square the squre form is important because otherwise you won't have a cylinder
Step 2 subdivide multi to prepare the faces for the cylinder sides, the more you subdivide the more your cylinder will have sides
Step 3 place the 3d cursor in center of the subdivided square
Step 4 in the mesh tools you have a button called to sphere, press it and it will do what I have in the screen
step 5 delete the faces and use that circle to do what you want to do

Author:  Captain Xavious [ Tue May 22, 2012 8:32 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

More often than not you wouldn't need to actually have the cylinder connected to the cube. Just have separate pieces of geometry with edges even to make it look like one piece. It helps keep geometry clean, reduces poly count, and you'll never even notice the difference in most situations.

Author:  PromiserOfDeath [ Sat Dec 29, 2012 11:10 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Is this Near Completion and will it be Compatible with Ballistic Weapons V25?

Author:  CMGuy [ Sun Dec 30, 2012 6:16 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

I'm Afraid not, right now me and Unreality have to deal with RL issues(Im still on holiday break and after that is the return to University for me), and for what I know unless Unreality tells us otherwise; this is pretty much on hold... sorry man.

Author:  PromiserOfDeath [ Sun Dec 30, 2012 9:44 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

CMGuy wrote:
I'm Afraid not, right now me and Unreality have to deal with RL issues(Im still on holiday break and after that is the return to University for me), and for what I know unless Unreality tells us otherwise; this is pretty much on hold... sorry man.


That's Alright. I hope the Issues are Easily Fixable cause there are alot of Weapons/Items in the List that Look Extremely Awesome.

Author:  Blade sword [ Sun Dec 30, 2012 11:42 am ]
Post subject:  Re: Ballistic Reality Weapon Pack (READ THE POST)

Well dude mostly knowing the amount of work needed for the stuff I'd say you better not put too much hope on this pack for the moment.
You can put some when you will see at least one weapon incorporated in the game who will be functional.

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