I made this over the weekend, yes I am aware that there is a tutorial on how to make M37 shotgun, but this was entirely on my own, using different techniques from what the tutorial did, I just thought making my own version would be cool thing to do.
Too much poly's and your textures all look like procedurals.
yup 17, 000 up, I know it's pretty high, but games, like gears of wars has had more than that, some of their models had up to 30 000 or more. As long as the engine can take it, it should be fine, I guess the only downside, is more memory is required. :icon60:
It doesn't need near that many polygons because it's a rather simple shape. Don't make excuses. Anything you waste 'because the engine can handle it' takes resources away from other parts that could have been improved, such as other models, shader complexity, physics, render distance, or just a smoother framerate.
It doesn't need near that many polygons because it's a rather simple shape. Don't make excuses. Anything you waste 'because the engine can handle it' takes resources away from other parts that could have been improved, such as other models, shader complexity, physics, render distance, or just a smoother framerate.
Waste is waste, no matter the hardware specs.
You have a point, I am going to try and optimize it better tonight
the texturing and shading gives it a very flat look, not a lot of value shifts throughout. If you want realistic style, look at a lot of photographs of both guns and things simply made of metals. Observe where they get worn, damaged, scraped, etc. If you want the gun to have a hand painted style, reference other hand painted texture sheets and paintings of things that are metal / wood / etc. (a lot of fine examples here on polycount).
Also, as people noted, 17,000 is absurd for a rather simple gun a lot of the smaller details like rivets belong in a normal map, 8000 is better but still high with the current level of detail.
the texturing and shading gives it a very flat look, not a lot of value shifts throughout. If you want realistic style, look at a lot of photographs of both guns and things simply made of metals. Observe where they get worn, damaged, scraped, etc. If you want the gun to have a hand painted style, reference other hand painted texture sheets and paintings of things that are metal / wood / etc. (a lot of fine examples here on polycount).
Also, as people noted, 17,000 is absurd for a rather simple gun a lot of the smaller details like rivets belong in a normal map, 8000 is better but still high with the current level of detail.
Rule of thumb (mine anyway): When you delete an edge on the low-poly, and it doesn't break the silhouette - delete it. There a tons of those on the back.
Ahh, I understand now why your model is so dense: it's divided into quads. Optimize it into tris, as that's what game engines typically use (included the Gears of War engine you referenced earlier) and that polycount could be a lot better.
Also, I think the strongest part of the tutorial everyone's talking about is the texturing. Pay special attention to that. Aside from the dense polycount, you have a fine model. Why not make it something special?
Ahh, I understand now why your model is so dense: it's divided into quads. Optimize it into tris, as that's what game engines typically use (included the Gears of War engine you referenced earlier) and that polycount could be a lot better.
Also, I think the strongest part of the tutorial everyone's talking about is the texturing. Pay special attention to that. Aside from the dense polycount, you have a fine model. Why not make it something special?
Meshlab? For this? It's better that he sticks to the app he's learning and learns how to optimize by hand, because that's what's expected.
I agree with you there, i am aware there are programs for optimization, but learning how to optimize by hand is important. I would only probably use something like mesh lab on something with a dense amount of polys like Zbrush models.
Yes, I think that at these low tricounts running things through meshlab wouldn't do you any favors.
Your mesh looks okay to me - You can still delete quite a lot of loops on the stock and your barrel as well as the 'pump' grip are veeery round. But that's a matter of preference.
Yes, I think that at these low tricounts running things through meshlab wouldn't do you any favors.
Your mesh looks okay to me - You can still delete quite a lot of loops on the stock and your barrel as well as the 'pump' grip are veeery round. But that's a matter of preference.
Replies
It doesn't need near that many polygons because it's a rather simple shape. Don't make excuses. Anything you waste 'because the engine can handle it' takes resources away from other parts that could have been improved, such as other models, shader complexity, physics, render distance, or just a smoother framerate.
Waste is waste, no matter the hardware specs.
4,132 Tris
2,198 Verts
17,000 is way too much for a game. Did you not bake out a normal map from the high-poly and optimize that down to a low-poly?
I never made a normal map for this, I only used a diffuse for this render
why dont you see if you can follow the tutorial first and get the same result and then do something on your own after...
all in all, I would suggest you should watch the tutorial as you personally would benefit massively from it.
Yup
Also, as people noted, 17,000 is absurd for a rather simple gun a lot of the smaller details like rivets belong in a normal map, 8000 is better but still high with the current level of detail.
keep it up, looks good so far.
I know, thanks for the advice as well
Also, I think the strongest part of the tutorial everyone's talking about is the texturing. Pay special attention to that. Aside from the dense polycount, you have a fine model. Why not make it something special?
http://meshlab.sourceforge.net/
This:thumbup:
I agree with you there, i am aware there are programs for optimization, but learning how to optimize by hand is important. I would only probably use something like mesh lab on something with a dense amount of polys like Zbrush models.
Your mesh looks okay to me - You can still delete quite a lot of loops on the stock and your barrel as well as the 'pump' grip are veeery round. But that's a matter of preference.
I can see you mean about the pump.