Nabs Posted November 14, 2008 Share Posted November 14, 2008 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 Link to comment Share on other sites More sharing options...
BenKS Posted November 15, 2008 Share Posted November 15, 2008 Awesome, I loved the VSS in STALKER and I'd love to have another suppressed weapon other than the 10mm pistol, especially one with the range of a sniper rifle. I hope you manage to get it working and all. Link to comment Share on other sites More sharing options...
vash1985 Posted November 15, 2008 Share Posted November 15, 2008 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 Link to comment Share on other sites More sharing options...
Nabs Posted November 15, 2008 Author Share Posted November 15, 2008 I think most of the detail will be in the Normal map, if not Il have to go in add pollys and then re UVmap re texture uuhhhh nightmare Link to comment Share on other sites More sharing options...
vash1985 Posted November 15, 2008 Share Posted November 15, 2008 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 Link to comment Share on other sites More sharing options...
Nabs Posted November 15, 2008 Author Share Posted November 15, 2008 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 Link to comment Share on other sites More sharing options...
jaysus Posted November 15, 2008 Share Posted November 15, 2008 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 Link to comment Share on other sites More sharing options...
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