View Full Version : Colt Revolver-First serious low poly
14-09-2005, 05:35 AM
Here is what I have...between 400-410 polygons...yay. Going to texture texture soon.
Time: About 3 hours
Program: 3ds max6
Finished: Heck no..needs texture
14-09-2005, 06:31 AM
Cool, nice to finally see something from you on this side of the forums. From what I see, your model looks pretty nice, but we really need a better render to give you some decent feedback. WIREFRAMES ARE A MUST, especially in low poly. We need to see how effectively you've used your polygons (And how well they'll deform if it's something that you're going to animate). A couple of different views would be good too.
14-09-2005, 03:41 PM
making new renders as I type...I'll have them up real soon..
14-09-2005, 03:54 PM
Heres a wire and a solid...
Its not the best...but I'm proud of this model for a first ;)
14-09-2005, 10:51 PM
In this render we canīt see the Wireframe with that black background..
Iīd change the background into white (goto render -> nevironment and you see background colour somewhere at the top there :))
But as far a I know, this modelīs solid and good :)
14-09-2005, 11:54 PM
You don't even have to bother with renders. Good, old Jay Lavoie just captures the image from his viewport, and I've never had problems analyzing his geometry. :haha:
And you're STILL just giving us a head on view of the side of the model. I suggest that you just clone your model a couple of times and rotate them, that way we really get a 360-view of it.
Despite the fact that we're having some problems with presentation, this is looking like a very solid first attempt!
Here's a little confidence booster for you, my first gun looked like THIS (http://img79.imageshack.us/my.php?image=noobish0wg.gif) :o
Hope to see some more work from you soon.
15-09-2005, 01:37 AM
ok..here are some angles..haha...this morning I was in a rush because I had school.
15-09-2005, 05:07 AM
You should try and put a different material on your model, then make the wire lines black, so we can see it better ;0
Looks great though
15-09-2005, 05:20 AM
15-09-2005, 06:27 AM
Aha! I can finally see it! :lame:
I've already said it, but you did a great job on this one. There are a bunch of places that you could cut some polygons from though. The smaller of the two barrels is looking WAY too dense. You could knock that down to 4 or 5 sides and I doubt anyone would be able to tell the difference. You could probably lose a loop or two from the handle area as well without changing the shape too much. By the way, the number of polygons that you've used is always measured in TRIANGLES. Make sure to triangulate the model before giving us a polycount, otherwise it'll be quite innacurate.
Fix that up and then GET MAPPING! :haha:
By the way, when are these secret MSN sessions happening? I've added most of the people on this forum to my AIM and MSN lists and I never see anyone online. Everyone's always seems to have a minimized conversation in their screenshots, though. :xx:
15-09-2005, 06:39 AM
haha...Zcubed...I'm on MSN plenty...I wonder wy I never see you on. What country you in? Of your like in asia your like almost 10 hours ahead. Jason is also on plenty. ( Jay there on the bar there is the famous Jason_Lavoie).
I'll fix up the bottom thingy ( I have no idea what its called...haha).I'll get that last loop in the handle too.
15-09-2005, 03:42 PM
Ok here it is with update...and triangulated...I think, Haha. I'm still kinda new to max ( I usually use truespace as most of you know).
hm...a question...lol...I mostly just do concept for mods so don't know too much about models for it. Does the triangulated version go in the Games or Mods...or the regular model?
16-09-2005, 12:44 AM
w00t! I didn't know you'd gotten max :D Welcome to the awesomeness of real 3D :P
Nicely done, I doubt I could even do that...
16-09-2005, 01:21 AM
Yes, most (If not all) game engines work in triangles. You can triangulate the model yourself, or the game engine might do it for you. It's probably a better idea to do it yourself before importing it into the engine, as that way you can spin edges if anything looks strange. I wouldn't suggest that you model in triangles unless you have a very tough polygon budget. Quads are easier to work with and usually more predictable as well.
I wonder if something screwey is going on with my chat client, as I've never seen you or Jay online. I'll try to find out what's going on. Time zones shouldn't be an issue, I'm in NY too. :grr:
16-09-2005, 02:04 AM
yay...a fellow NYer! hm...weird...I hope ya get it fixed!
WHat I did to triangulate was convert it to mesh i believe it was...is there another way or a right way? ..lol
16-09-2005, 05:38 AM
Anyone have any tips on how to unwrap this? I'm kinda new to unwrapping
17-09-2005, 03:26 AM
What version of Max you using?
17-09-2005, 06:28 AM
I'm using Max 6.
17-09-2005, 03:47 PM
Cool. There's a tut here on 3Dsmax, go to the skinning section of the tut area. Down at the bottom somewhere "An in-depth look at uv-unwrapping" or something like that. Awesome tut.
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.