Model:Battle Rifle

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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John Spartan





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Model:Battle Rifle

Post by John Spartan »

This is my first attept at a BR.the polycount is 3757 Give me some advise on wat to change
well heres some pics.

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Darkstorm995





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Post by Darkstorm995 »

need more detail and too may poly's for that model its still good though
Katarn





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Post by Katarn »

you went a little click-happy with the smooth modifier, making it look bad. At the moment, the level of detail to polygon count is very high, perhaps you should start with a good tutorial on low-poly gun modeling. I'd reccomend this tutorial: http://www.baconbomb.com/modworks/tut_g ... eling.html
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TORQUE_NB





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Post by TORQUE_NB »

The weapon also looks a little too thick, try to make it a little thinner.
OxYgEn





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Post by OxYgEn »

pretty good for a start, but yes...too high poly for that low amount of detail & it's too thick. But it's still a pretty good model!
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Pie





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Post by Pie »

good first a first-time BR, but in my own personal opinion. I'm sick of the freakin Battle Rifle. Everybody is making it and there just needs to be a new kick ass weapon...BR's are getting boring in my view. They all do the same thing..........
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Sonictag




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Post by Sonictag »

Redo the scope to 8 sided, 1 segment, that will loose you alot of polygons.
John Spartan





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Post by John Spartan »

thnx for the advice guys...i need to clear things up though...i didnt use the m smooth bottun once...i just applied auto smooth...i also fixed the part with with it being to wide...i made the scope look better and i also added something i forgot...the indent in the back of the handel on top(where the scope sits)...im also gonna put more detail into the scope to make it look perfect(almost)...hre are some pics...

Un-Smoothed
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New Stuff
The Scope Looks Better
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In Back there is the indent
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Infern0




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Post by Infern0 »

awesome model dude! :D
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John Spartan





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Post by John Spartan »

thank you
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Sonictag




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Post by Sonictag »

You could loose easily alot of polygons on that, mainly on the cylandralical shapes making and included on the scope, but if you dont plan on putting it in game.

Anyway, that is a sweet model, good work on it!
John Spartan





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Post by John Spartan »

well thnx alot...and i my self have put alot of weapons in...this isnt enough polys for it not to be in Halo...the most is like 20,000 polys..mines only 4,000 i think theres a little bit of a differnce...thnx again for the help and compliments...im still adding alittle bit of detail to it but i will release this to people who want to have it in there map...i tried to look for one that was posted for everyone but i couldnt find one so im gonna release when its done :D

Oh yeah i need some one to skin this for me...im horrible at it
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Sonictag




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Post by Sonictag »

i dont think the most for a weapon is 20k, that would over lag. Also, when you take reneders (im assuming ur using 3ds max) u should put an MR area omni light in, and render as mental ray high as that comes with 3ds max 5 and 6 i think.

I think the little things like that count :wink:
Pie





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Post by Pie »

you dont have to fully focus on polys....if you think it is fine, test it, if there is no lag then keep it. Otherwise lower it. :wink:

I bet a type of map with a 10-20k weapon wouldn't lag, but it all depends whether you want a kick ass weapon or a detailed map with a little lower detail weapon lol

BNice Job John Spartan

(btw, how have you been?)
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Sonictag




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Post by Sonictag »

Are you kidding? 10k would definitly lag, ok i will put it into perspective, a map on average has 15k polygons, and that wouldnt lag, and that 15k polygons is devided up to the geometry which you can see, if you looked at the whole map together, you would definitly lag, but it only shows what you are looking at. Then you get a weapon with the same amount of polygons as the map, it will all be in one scene, and you are playing with other peple who will have the same model, so that could be 40k polygon in one scene which would be like 0.3 fps.

But, GTA vice city/gta 3 somehow gets over this, their cars have 3k to 5k polygons each, all in a scene... hmm..... me gots to do me some research now ;)
John Spartan





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Post by John Spartan »

look let me help u out abit....i have put in a bunch of weapons...about 15 and it doesnt really lag if the weapon has a high poly. It will deffinetly not lag for a 4k weapon. And ill put it in game just to show u...im not tring to start an arguement im just saying wats right...oh adn pie...im doing great thanks for asking
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