Home Forums Creative Content WIP M4 Assault Rifle

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    • #8508
      Anonymous
      Inactive

    • #48766
      Anonymous
      Inactive

      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
      Anonymous
      Inactive

      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
      Anonymous
      Inactive

      What are you using the model for?

    • #48769
      Anonymous
      Inactive

      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
      Anonymous
      Inactive

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

    • #48771
      Anonymous
      Inactive

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

      BTW kudos on your character. Top notch.

    • #48772
      Anonymous
      Inactive

      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
      Anonymous
      Inactive

      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
      Anonymous
      Inactive

      Added laser and light attachments:

      Maya render

    • #48792
      Anonymous
      Inactive

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

    • #48794
      Anonymous
      Inactive

      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
      Anonymous
      Inactive

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

    • #48798
      Anonymous
      Inactive

      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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