dazzerfong Posted August 12, 2016 Share Posted August 12, 2016 (edited) Lots of gun models in the game are around 10k triangles. I'd say anywhere around that number and under 20k would be a good number to keep.You can go pretty wild these days. I've hit 80k for a fully-kitted out weapon with zero problems from the XB1/PS4 crew. Anyway, why you need normal maps: Normal map: http://i.imgur.com/Ze554xm.jpg No normal map: http://i.imgur.com/cRUiIYW.jpg Notice the weird lighting going on with the no normal-map model. Edited August 12, 2016 by dazzerfong Link to comment Share on other sites More sharing options...
Digitalblues Posted August 15, 2016 Author Share Posted August 15, 2016 (edited) This is the farthest I can lower my Polly count I may have to remodel some parts. This is harder then I thought =/ anymore tips anyone? Edited August 15, 2016 by Digitalblues Link to comment Share on other sites More sharing options...
dazzerfong Posted August 15, 2016 Share Posted August 15, 2016 You can definitely get that lower. I'd say for that model, considering its lack of geometric complexity, 20-30k will do fine. Don't be afraid if errors show up: that's what edge groups and normal maps are for. Keep that as your high-poly model, and make a new model which is merely a silhouette of that. Link to comment Share on other sites More sharing options...
Moldy Posted August 16, 2016 Share Posted August 16, 2016 Note; I know nothing about animation and 3D. However,I also tend to analyse nearly everything I see. Here's me trying to analyse for your benefit. First of all; That model looks pretty good. And very familiar,but I can't put my finger on it; I feel like saying it's from a show or something. Anyways,many players will also be concerned with how the gun functions,or how it appears to function,to be more accurate. Things like where the ammo feeds,where spent casing eject from,if anywhere,that sort of stuff. Looking at the model,my first thought was "Railgun",but looking at the filename in the header,it's a particle cannon. So,we have a directed energy weapon; I'm assuming you plan on loading her with either Fusion Cells or Plasma Carts? If so,where do you imagine they would load in the weapon? Include a place for that in the model. Something like this would produce a lot of waste heat; Where would it vent,and how? A heat sink would be the obvious candidate,but a liquid cooling system can also suit. Further,how would the operator aim the weapon? It appears to lack sights and optics,making it impossible to properly aim at long distances,which is an issue,for a full-sized rifle,such as this. Finally,this is Fallout 4; I realise this is just a model at the moment,but it never hurts to plan ahead,and players will be expecting a full range of modifications for the weapon,so how will you indulge them? Looking great so far. This is just my thoughts on what you have so far,and where you can take it,to make it look great and functional. Also,seriously,why is that model so familiar? Link to comment Share on other sites More sharing options...
lelcat Posted August 16, 2016 Share Posted August 16, 2016 1. It is not a waste of time because you are learning.2. I would practice modeling real world weapons first before modeling your own designs. Link to comment Share on other sites More sharing options...
TummaSuklaa Posted August 16, 2016 Share Posted August 16, 2016 Touching on number 2 in that post: Unless you have a well thought out concept.. original designs are a bit hard to do from my experience. Real world designs make it a little easier to go forward with your own designs. Because you'll have a "base shape" to work with, and can make alterations from there. Link to comment Share on other sites More sharing options...
Digitalblues Posted August 17, 2016 Author Share Posted August 17, 2016 (edited) This is not the final model I will modify it as I go along I was working on reducing the poly-count I got it down to 60k without normal map I'm sure when I use normal map I can cut it down to 20% or maybe even 50%, that being said I'm going to start testing my model in game before I textures it so I know where to line the trigger, hammer, cylinder, ammo, scope and upgrade mod need to be place and what modification I will have to do, And by the way I always dive in and make my own original design no matter what it is and work out the kinks as I go along but thank you for the all the advice I will keep this post updated on the updated model, I will make this gun work if it the last the last thing I do. Edited August 17, 2016 by Digitalblues Link to comment Share on other sites More sharing options...
dimedius Posted August 27, 2016 Share Posted August 27, 2016 (edited) No he means the high poly will have a higher tri count to achieve the look which will include the minor details. Once done, you'll optimize it so the tri count us substantially lower, 10-20k or so tris. Keep in mind you'll want to keep the sillohoutte the same or very close to the hi poly version. You'll also want to keep in mind the vanilla weapon you are going to use Where the animations take place. For example, look at my janky steamer on the nexus and you can see the handle is offset from the Hand position. I didn't plan this carefully enough. I would go back and fix it but there aren't enough downloads for it or endorsements to justify the extra work (eventually I will but I have other projects). Edit: dang lots of good replies posted in the time it took me to write my post lol Edited August 27, 2016 by dimedius Link to comment Share on other sites More sharing options...
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