malmida Posted January 11, 2012 Share Posted January 11, 2012 (edited) so i currently have a goal to create a semi-auto crossbow. i have a few ideas regarding the mechanics of the bow, but that is another story.i have never created a mod before, so i will have a lottttt to learn. and i have a few questions if anyone can help me out. first, heres a preview pic of the crossbow not quite as much detail from this shot of course, but in a first person view should look quite detailed. the crossbow was modeled in autocad (of all things) and when exported to 3ds max, shows around 6000 verts (and around the same under faces. not as familiar with 3ds max ill also add. found this info through object properties)im not sure if verts is the exact term im looking for (verts/faces/tris/quads/polys, im not familiar with these or which i should specify) my biggest issue will be animating this. so my questions -1- how many polys should i keep this under (or other term)2- what is the best program for animating it? unless the construction set has any sort of function.3- any other advice would be extremely welcome if you happen to have any! im starting my semi-auto crossbow as a semi-noob. could be full noob actually. Edited January 11, 2012 by malmida Link to comment Share on other sites More sharing options...
Ghogiel Posted January 11, 2012 Share Posted January 11, 2012 1: count the tri. in newer max versions, use views, viewport config, statistics and tick triangle, selection and show stats in active viewport etc.. 2: max would be where you will animate it. it is the best option because of the Havok content tools plugin.. which you should probably go DL from havok right now. It's version 2010.2.0 you want. however that is not compatible with max 2012, so in that event just get the latest havok version plugin. there is a thread on the Bethsoft forums about the havok kf converter that probably would enlighten you a little on the current animation workflow. you will be animating the character.. Link to comment Share on other sites More sharing options...
malmida Posted January 11, 2012 Author Share Posted January 11, 2012 (edited) 1: count the tri. in newer max versions, use views, viewport config, statistics and tick triangle, selection and show stats in active viewport etc.. 2: max would be where you will animate it. it is the best option because of the Havok content tools plugin.. which you should probably go DL from havok right now. It's version 2010.2.0 you want. however that is not compatible with max 2012, so in that event just get the latest havok version plugin. there is a thread on the Bethsoft forums about the havok kf converter that probably would enlighten you a little on the current animation workflow. you will be animating the character.. thank you very much! all info appreciated, and do you have any ideas on what a reasonable tri count would be for an animated weapon? or does anyone?took your advice (happy to finally know how) and it is currently at 6500 tri. Edited January 11, 2012 by malmida Link to comment Share on other sites More sharing options...
Ghogiel Posted January 11, 2012 Share Posted January 11, 2012 I could throw out a random count if you wanted. In all fairness 2-3k tri should be more than enough, plenty splashing and spamming going on, if you know how to use the them polys to good effect. But what ever man. I would really prefer you keep it something like a standard hero weapon count in a fps. Which could be 4k or more depending on the game. Link to comment Share on other sites More sharing options...
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