View Full Version : Desert Eagle
30-08-2003, 07:34 PM
Here is a Desert Eagle I've been working on. The polycount is about 1700 polys.
Nice, but did you model those Ridges? I'd advice that you don't because thats alot of wasted tris, that could have been used to improve the shape, or make it look better. Maybe just have a little part sticking out and then put the texture there.
Oh and is it 1700 in editable Poly? or editable Mesh? I'm asking because in some programs, like Max, when in editable polys, it counts all closed figures (8 sided figures, 5 sided figures..etc) as 1 polygon. But the game engine counts it by 3 sided figures. If the model has an 8 sided figure, it will cut it up so that it is made of triangles. So maybe convert to Mesh then count it.
Just some friendly advice.
30-08-2003, 11:25 PM
Yay vitor looks really promissing keep on much too do cant really give you any critz right now as i see its still more too do and i think yo know for yourself what has to and should be done. Well i wish you all good luck with this project.
31-08-2003, 10:32 AM
That's one well made Desert Eagle you have there.
I think it's good that you add those little details on the weapon instead of just texturing it on. With the new games arriving, like Hl2, i would say you're allowed to do that.
31-08-2003, 11:02 AM
Thanks a lot for your comments :D
Goj-> Those detalis are "waste" of polys, but I think, as Jared said, the new engines like HL2, Doom3, FarCry etc... can handle it. And it's already converted to Editable Mesh (i never use Editable Poly).
31-08-2003, 03:11 PM
Yeah, but the best thing is to check the polycount of the base model...(i say base, i mean like all the NEEDED details, eg barrel, grip, shape) then add the details like that.
Looks good though, but DE's arnt all smooth like that. they're rather boxey.
31-08-2003, 03:54 PM
Thanks Sniper :D I agree with you about is better make the "base" model first and then add details.
Does anyone know were I can get good Desert Eagle references? :???:
Here is another update:
I reduce the polycount a bit, now is 1350 polys, and add some details.
31-08-2003, 09:01 PM
And here is a new update.
Polycount: 1594 polys
01-09-2003, 10:18 AM
Still top notch vitor.
THe last render looks a little jagged, but i guess it's because of the shadow. I can see no flaws so far.
01-09-2003, 02:43 PM
Here is the final model. Polycount 1714
01-09-2003, 10:20 PM
The Modell looks good but i don't think it low poly anymore.
Can i see a wire ?
06-09-2003, 03:41 PM
Can't wait to see it with textures.
06-09-2003, 04:51 PM
Thanks T-Pax23 and Michael :D
Michael-> It's a gameart model. The polycount is ok for the new game engines as Half-Life 2, Doom III and FarCry. I will post a wireframe later (I don't have much time now :( )
T-PAX23-> Nice to see you again. I didnt' start texturing it because I had to format by hard drive, and I haven't installed Corel Photopaint already.
07-09-2003, 10:44 AM
Wow...that DE is SWEET.
07-09-2003, 11:28 AM
nice model but just because new game engines can handle a lot of polygons doesn't mean that you should waste 1,600 polys on a gun, right? think about it
07-09-2003, 01:12 PM
@ claWda : Thats exactly what i wanted to say :)
Just make some nice textures and reduce the Polycount to 800.
07-09-2003, 01:13 PM
Thanks Sniper and claWda ;)
clawda-> I don't agree with you because in a FPS you see the gun really close and if you can make it more detailed better. Also Valve said Half-Life2's guns will have about 2000 polys.
07-09-2003, 01:20 PM
Michael-> This is not for a gun for CS, Unreal Tournement and so... this is a gun for the new graphics engines such as Doom III, HL2, FarCry. I don't think use 800 polys (in a game engine that can handle 2000 polys in a gun) make much sense.
07-09-2003, 02:20 PM
okay, you have a point there, you see the weapon close up and therefore it needs to be detailed...agree with you on that,
HOWEVER, I am with michael on this one, 800 polygons is MORE THAN ENOUGH for a weapon, especially for a D-eagle...if you made like a sniper rifle or a machine gun with a lot of parts, the 2000 polys might be necesseary but a D-eagle just doesn't need 1700 polygons...
I am working on my first game right now so I can't speak of any experience but I know this, you always benefit from optimizing. Don't max out polygons just because you can or just because HL2 has it, use your judgement and aim for the largest userbase possible.
I would even go so far to say that 800 polys is too much for a weapon, I have modelled a character for my game and his entire body has <800 polygons - let the textures do the work, not the polygons...Never forget that most people (including me) has ****ty computers ;) hope this has cleared things up, take care
07-09-2003, 02:49 PM
Ok 800 Polygons for a charakter is a bit under but for a weapon it's ok. Here i want to show you a Low-Poly-monster i did a few days ago. The textur isn't that good yet it'll be improved.The Polycount is at 620 Polygons
Here a skelet. Polycount is at 130 :)
07-09-2003, 04:10 PM
Michael-> You have there great models, but i think, today, you could add much more detail.
I don't have any professional experience in gameart and this is one of my first low poly models but i still think that 800 is to low for a next generation engines. I'm trying to reduce the polycount, now it's 1675. I can reduce much because I don't want to loose details. (As i'm mainly a highpoly modeler I love details ;) )
I could reduce a bit the polycount if I knew how to work with normal mapping. Does anyone knows a good tutorial? I downloaded a few plugins but I didn't get nice results
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.