my first actual model:gun

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9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
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Only just over 1k polys? IMPOSSIBRU.

Btw, I suggest you apply subsurf/nurbs/smoothing/whatever to the front grip part. :D
Don't you go subsurf all over this on me.
It'll ruin everything.

i'd say half of the faces are triangles and half are quads.

also is that a goodthing or bad?
Bad. If you model anything organic at least.
You want to stick to quads to make it as even as possible and avoid tris as much as you can or it might turn out messed up.
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
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not all of it is poly's most of it is still in quads.

A quad is a polygon, made up of 2 tris.

--Whether you edit the triangulation or not, unreal ed is going to autotriangulate it upon import. The perk of editing this inside a modeling program is control. For smoothing purposes, its better to model in quads, then tweak the triangulation to your needs.
 
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Falidell

FNG / Fresh Meat
May 22, 2009
646
78
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Mesa,Az,USA
yea tri's thats what i ment :p

so after full quad to tri's the total face count is 1513 is that a good/decent amount?
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
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1,513 seems perfectly ok to me. Although theres quite a bit of details I see modeled in that would look just as good textured in, cutting down the count even more.
 

No Glory

FNG / Fresh Meat
Dec 6, 2009
573
45
0
BC, Canada
not all of it is poly's most of it is still in quads. i find it easier to uv map with less junk to tweak. i'd say half of the faces are triangles and half are quads.

also is that a goodthing or bad?

edit: after making everything tri's it comes down to 1513 faces
and these numbers are for the ajustable stock not the fixed stock varient

Good call going with triangles, I learned the hard way with the minigun that everying that is exported/imported into unrealed requires triangulation.

Also very nice looking gun :)



I agree with what JD says above^ But it more or less depends on your texturing skills.
 
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J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
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There are already existing models in kf to take as a reference point though.

Thats besides the point, you can't randomly claim a specific number to be the poly limit when there is no limit. Obviously its good to set your own limit but thats for you to decide.
 

Falidell

FNG / Fresh Meat
May 22, 2009
646
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Mesa,Az,USA
unfortunetly my computer caught a virus that really messed up my computer, i couldn't remove it and neither could the latest version of combofix or spy bot S&D so i had to format my drive and i lost ALMOSt all of my files.. so i won't be able to get this textured unless i remake it.. tho now with my more experienced knowledge and skills i suppose that wouldn't be too hard.

side Note: luckely tho i managed to keep a few of my models i made for a campaign thats being made for my self and familiy.. it's a family project. my part is Modeling, Texturing, and events. Remake of the Ultima Underworld: The Stygian Abyss. and it's coming along quite nicely if i say so myself =D. i'll post a screenshot of one of my models. also we have no intention of releaseing this campaign to the public... tho we might.. whose to say what will happen or if we'll even get past the first level lol!!!

edit: here you go fully textured and already implimented. tho IMHO i think i'm going to accent the edging in the textures a bit more. a rusted door would have really rusted edges. also the smoothing groups are super suckage with .lwo's and my .ase exporter isn't working for whatever reason =/

but here you go:
familityProject.jpg
 
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