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VSS_Project


Nabs

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So I thought I would make a new model, I had that shotgun thing done but It didnt look right, so I started digging through my gun blueprints and found a nice Sniper rifle that would look good in the game, its the Russian VSS Silent Sniper Rifle, So I made a model of it and its 5500 pollys the original Sniper rifle in FO3 is around 6600 so it should do fine

 

 

http://www.fallout3nexus.com/imageshare/images/918010-1226704761.jpg

 

here it is textured, Im not the best texture artist but it will do for now

 

http://www.fallout3nexus.com/imageshare/images/918010-1226758403.jpg

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you can cut out alot of that polycount through optimization. most pertinent areas being around the center of the weapon and the uneeded edgeloops in the cylinders. then you can use the polygons you saved for more details in the mesh.

 

your shape looks good. no problems there, but it could definitely benefit form some more details

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still, thats no excuse for bad poly distribution. im sorry if im coming off a little condescending, i only mean to help you improve your skill :wub:

 

what modeling app are you using? in max you can optimize the unneeded edgeloops without messing up the UV. however getting rid of the erroneous verts may prove a chore

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Im Using Maya 7.0 all tho it does ave a optimization tool it will mess up your mesh, its made more for simple objects, lol If you want to c bad poly usage chek out the Origina sniper rifle in FO3 I had a look and I thought a Chimp modeled it, it was really sloppy , All the other weapon models are fine nice and neat

 

but ya I c what you are saying, But I first want to make shore I can even get it in the game, if so and it works out I will deff go in and add detail and redo the textures.

 

:thumbsup:

 

 

Lets just call it a Alpha stage of the model ;D

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looks very nice but as said before you can still optimize it...

what vash meant was that you have for example divided the barrel into 3 length segments which could be reduced to one and thus only use one third of the amount of polies needed atm for the barrel... i see other points too where this is applicable... many... basicly a straight line does only need a start and an endpoint and no subdivision vertices...

 

example:

 

X------------X--------------X

 

could aswell be

 

X----------------------------x

 

this way you could get your model down to approx. 1k polies i guess... but thats takes effort and time (2-4h)... lol... restarting would maybe be faster and also teach you how to do it right from scratch :P

 

nevertheless the model looks nice yet

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