View Full Version : Armalite AR-10a4
Julhelm
09-09-2004, 09:27 PM
About 3300 tris.
ACOG scope by psychotic_chiken
Render by Fernan
Modelled in Milkshape 3D as usual.
Jason-Lavoie
10-09-2004, 01:24 AM
wow is this for a game?? like hl..
Looks great man... can i see the wire...
Julhelm
10-09-2004, 01:52 AM
Thanks.
Just added a forward assist to it, and it now sits at a neat 3500 tris.
I'll post some shots in a bit.
Julhelm
10-09-2004, 03:59 AM
Wireframe:
Jason-Lavoie
10-09-2004, 05:08 PM
Only 3500 tris.. or 3500 polys... thats awsome man... woot
texture... lol
Amaranth
11-09-2004, 01:10 AM
Fantastic! Will we see a teture soon?
Amaranth
11-09-2004, 01:13 AM
Originally posted by Jason-Lavoie
Only 3500 tris.. or 3500 polys... thats awsome man... woot
Hey Jason... would you mind explaining the difference in performance terms please? Which one wuld you consider when working on a game model, tris or polys? Finally, what does the polycount tool in max give you? I read somewhere its's inaccurate or something?
Jason-Lavoie
11-09-2004, 01:25 AM
Form my understanding, all game models are converted to tris...
Tris are basicly poly's cut in half... to make triangles...
So say u have like 1500 polys.... well that would be like 3000 tris...
In performance i don't know what it does... maybe its easier to proces tri's then polys... but i thought i heard that some engines are going to polys or somthing... i don't really know... I think it takes more memory (meaning beefer comp) to run polys instead of tris... i don't really know...
As for the max poly counter... i think its pretty accurate... i don't really care that much right now if Its a couple polys off... i think it has trouble counting tris though.... i think...
Hopfully that helped a bit.. and if i am wrong, correct me.. he he
Amaranth
11-09-2004, 01:29 AM
Bien merci, mon ami.
Now, back to the topic of this rather spiffy gun...
Julhelm
11-09-2004, 01:50 AM
Yeah I'm gonna skin it once I finish the M-14 skin I was working on earlier.
hpslashluvr
11-09-2004, 03:47 AM
i dunno anything about guns or game stuff! so i'll just nod and post a fan!girl comment! hehe *runs away* :p your www doesn't seem to work...
but anyhow ttyl on im maybe
Holy cow! That is so sweet.
Very nice with such a low poly count. Oh my mod could use a weapons person like you.
Julhelm
17-09-2004, 10:35 PM
Why thank you =)
[X]treme
17-09-2004, 11:27 PM
looks great, and the poly count is by no means exceptionally high, but I definitely think there's a handful of areas where you could cut back on a lot of polys and compensate with texture
Originally posted by Jason-Lavoie
Form my understanding, all game models are converted to tris...
Tris are basicly poly's cut in half... to make triangles...
So say u have like 1500 polys.... well that would be like 3000 tris...
In performance i don't know what it does... maybe its easier to proces tri's then polys... but i thought i heard that some engines are going to polys or somthing... i don't really know... I think it takes more memory (meaning beefer comp) to run polys instead of tris... i don't really know...
As for the max poly counter... i think its pretty accurate... i don't really care that much right now if Its a couple polys off... i think it has trouble counting tris though.... i think...
Hopfully that helped a bit.. and if i am wrong, correct me.. he he
Not entirely correct :)
The max polygon counter counts them correctly, but the error everybody is talking about is the difference between using it on editable poly meshes and editable mesh.
When working on an editable mesh, the polygons are converted to tris by the counter, but editable poly only counts the whole polygons.
As you know, a polygon consists of two or more tris (you know you can make 5 sided polygons right, they consist of 3 tris, not 2 ). The edit poly counts these 3 tris as one polygon thus giving a smaller number.
So what you can do when working with edit poly is to either convert the model to edit mesh before counting polygons, or "unhide" all the edges before activating the counter to get the correct amount of tris.
Hope that made somewhat sense. :)
[X]treme
19-09-2004, 08:55 AM
listen to whatever Knut says
and then bow down and worship
for he is the master of low-poly
:D
anyway, yes, that's how it works. but I don't think that's an issue here though, everything seems to be triangulized (sp? hm...) correctly
but still, I think there are a bunch of unecessary polys in the sense that a good texture could easily cover for them in-game
pogimonz
19-09-2004, 11:30 AM
wow! you modelled that? very sweet work=)... man! I need to practice modelling non-organic objects as well...
btw thanx for commenting on my thread and 4 posting ur 1st model (which by the way is way better than my 1st one =*(, haha ) well, i'll be checking 4 updates on this one.. chao!
Originally posted by [X]treme
anyway, yes, that's how it works. but I don't think that's an issue here though, everything seems to be triangulized (sp? hm...) correctly
Aye, I just wanted to clear it out :)
I'm not sure how milkshape counts them though. It looks like the model is way over 3500 tris, but of course I might be wrong.
Originally posted by [X]treme
but still, I think there are a bunch of unecessary polys in the sense that a good texture could easily cover for them in-game
I at most agree.
Since you only modeled the lens closest to the eye and not the one in the front of the scope, it seems to me that you're only supposed to see the gun from first person perspective wherever it's gonna be used (prolly an fps right? :P). So, in order to make the best out of the polycount, deleting all the polygons that arent seen from that view might be a good idea. Of course that looks nasty when making beauty renders such as the one you posted, but I suggest you keep it in mind if you're ever gonna import it to a game. In case you didn't already know that =)
The model's truly rocking, one of the best gun meshes I've seen in a while. Show as a textured render soon! :)
Julhelm
20-09-2004, 01:24 AM
I didn't model the ACOG scope, Psychotic_chiken did, but as for backface deletion, I tend to do that after skinning and animating.
I do however tend to go in and delete any polys that are "inside" the model, to lower polycount, hence the low polycount in relation to detail.
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