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My first gun model


Digitalblues

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That might not work so hot in-game: looks like it's 1.2mil polycount. That's far too high.

@digitalblues, make sure you're aware of how a high poly > low poly workstream functions. That's where normal maps come from.

 

oh I have to optimize it for xboxone and ps4 crap why do console hardware suck.

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@digitalblues, here's how this works. For the last 15 years or so, games have used high-poly models as the basis for in-game models, but converted to low-poly models and overlaid with normal maps baked from the high-poly. I believe Doom 3 was the first game to use this technology. Fallout 4 is no different. The model you make for the game is not actually the model used in the game. You have to convert it.

 

With that in mind, this should get you started on what you need to do. http://blendtuts.com/tutorials-list/remaking-topology

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That might not work so hot in-game: looks like it's 1.2mil polycount. That's far too high.

@digitalblues, make sure you're aware of how a high poly > low poly workstream functions. That's where normal maps come from.

 

oh I have to optimize it for xboxone and ps4 crap why do console hardware suck.

 

Not just consoles. Massively high poly count models are always the first mistake a person new to 3D modeling makes. Basically if it looks too smooth, you have way too many polygons. You will need to master the art of Baking normal maps(not easy). Where you create a high poly model, take its normal map and bake it onto a low poly mesh. It will have very low polys but appear to be high in detail because of the normal map.

 

An alternative at your level is to try and use less polys and keep any smooth modifiers to a minimun, to a point where it looks good enough to you. It is still possible to make something good outside of baking, without having it be 50,000+ polys. Always aim for <15k.

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Polygons are 4 sided shapes that get broken down into two tris after import, but they are not the same thing.

Not to split hairs, but 'polygon' is a generic term for any 'face' made of vertices/points. 4-vert faces are 'quads' (important in subsurface modeling) and 3-vert faces are 'tris', which are the final result in any game model.

 

polycount.com is also my choice for the best place to find information about game art.

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