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This topic contains 13 replies, has 3 voices, and was last updated by  mikelee 5 years ago.

  • Author
    Posts
  • #8508

    mikelee
    Participant

  • #48766

    Paladin
    Participant

    That looks really really good but I’d guess far too many triangles for use in a game. For UDK you should be using a model with 5k to 7k tris.

    How many polys and tris does your model have.

  • #48767

    mikelee
    Participant

    That looks really really good but I’d guess far too many triangles for use in a game. For UDK you should be using a model with 5k to 7k tris.

    How many polys and tris does your model have.[/quote:0588ec5da4]

    Thanks for your comments Paladin :), yap this is high poly stage rendered in maya and with smoothing ON its about 1.5 million tris lol and counting as i have still more work to do on it before transfering tex/normal maps to a low poly version.

    I will be aiming for a 4k – 5k mesh while trying to retain as much detail as possible, i will have to experiment some more with that tho and will update this post with my progress.

    I welcome any questions or critiques that you or anyone might have and will reply when i can.

    Thanks again Paladin! :)

  • #48768

    Paladin
    Participant

    What are you using the model for?

  • #48769

    mikelee
    Participant

    What are you using the model for?[/quote:07af17320c]

    The model is intended to become a game asset for use in UDK as part of my portfolio in which i hope to demonstrate an ability to create hard surface and organic models, rig, skin, texture and import to a game environment.

    This is my high res soldier, base modeled in Maya, sculpted in ZBrush and textured in Mudbox lol

    Soldier 1

  • #48770

    kyotokid
    Keymaster

    Looks good to me! I’m not an artist though so I can’t spot flaws heh

  • #48771

    Paladin
    Participant

    How do you plan to reduce the model to 5-6k?

    BTW kudos on your character. Top notch.

  • #48772

    mikelee
    Participant

    Looks good to me! I’m not an artist though so I can’t spot flaws heh[/quote:a44d45c698]

    Cheers Kyotokid !! :)

    Its been a while sence ive worked on him, i deffo havent shown him as much love as i have my M4.

    As i learn more and more with each model i realise how crap my previous models are so i think ill have to revisit him.

    In the grand scheme of things he just wouldnt cut the mustard on a close up lol :( hes a WIP

  • #48773

    mikelee
    Participant

    How do you plan to reduce the model to 5-6k?

    BTW kudos on your character. Top notch.[/quote:84ab2422b3]

    I will retopologize with combo of quads and tris

  • #48791

    mikelee
    Participant

    Added laser and light attachments:

    Maya render

  • #48792

    Paladin
    Participant

    That’s some awesome texturing. Very curious to see the finished low poly model.

  • #48794

    mikelee
    Participant

    That’s some awesome texturing. Very curious to see the finished low poly model.[/quote:e87ff67598]

    Thanks :)

    This is a low poly test render of the laser casing with textures attached:

  • #48796

    Paladin
    Participant

    Wow. How the hell is that only 187 tris? Wouldn’t the little knobs take up more than that?

  • #48798

    mikelee
    Participant

    Wow. How the hell is that only 187 tris? Wouldn’t the little knobs take up more than that?[/quote:aa78cb8da2]

    lol :) 186 tris refers to the casing only (the part that is textured), switches/knobs will be sep mesh prob 40 – 50 ties each so im aiming for 600 tris for final laser attachment.

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