Home › Forums › Creative Content › WIP M4 Assault Rifle
- This topic has 13 replies, 3 voices, and was last updated 12 years, 3 months ago by Anonymous.
-
AuthorPosts
-
-
31/07/2012 at 2:51 am #8508AnonymousInactive
-
01/08/2012 at 7:51 pm #48766AnonymousInactive
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.
-
01/08/2012 at 10:24 pm #48767AnonymousInactive
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! :)
-
01/08/2012 at 10:51 pm #48768AnonymousInactive
What are you using the model for?
-
01/08/2012 at 11:36 pm #48769AnonymousInactive
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
-
02/08/2012 at 1:20 pm #48770AnonymousInactive
Looks good to me! I’m not an artist though so I can’t spot flaws heh
-
02/08/2012 at 3:43 pm #48771AnonymousInactive
How do you plan to reduce the model to 5-6k?
BTW kudos on your character. Top notch.
-
02/08/2012 at 5:48 pm #48772AnonymousInactive
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
-
02/08/2012 at 5:52 pm #48773AnonymousInactive
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
-
08/08/2012 at 7:04 pm #48791AnonymousInactive
Added laser and light attachments:
Maya render
-
09/08/2012 at 8:12 am #48792AnonymousInactive
That’s some awesome texturing. Very curious to see the finished low poly model.
-
10/08/2012 at 2:47 pm #48794AnonymousInactive
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:
-
13/08/2012 at 7:47 am #48796AnonymousInactive
Wow. How the hell is that only 187 tris? Wouldn’t the little knobs take up more than that?
-
13/08/2012 at 9:20 am #48798AnonymousInactive
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.
-
-
AuthorPosts
- The forum ‘Creative Content’ is closed to new topics and replies.