sorry for the crappy picture, just quickly done in paint with a mouse.
1) This part has a massive amount of optimization to do.
2) These small holes have to much segments, it's going to be hidden in fp view anyway
3) still cleanup to do
back) you have all these 90 degree angles, you would make it a lot easier on yourself reworking this in the hp and lp to be more of a softer angle.
4) The cable probably also do with some less segments
It also looks that at 1 you are intersecting the box and a complete cylinder, if you made this 1 piece you would save a nice piece of Uv space.
I'd start with that, post a fp view, I think some of the large cylinders could use a couple of segments more, but hard to tell.
And then also add some bevels/chamfers in the places really close to the player's view.
Oh cool! I think I saw this on the Facepunch thread for the HL2 Enhancement Mod. I would definitely suggest you take the rings holding up the wire and make them all at the same level if you haven't already.
sorry for the crappy picture, just quickly done in paint with a mouse.
1) This part has a massive amount of optimization to do.
2) These small holes have to much segments, it's going to be hidden in fp view anyway
3) still cleanup to do
back) you have all these 90 degree angles, you would make it a lot easier on yourself reworking this in the hp and lp to be more of a softer angle.
4) The cable probably also do with some less segments
It also looks that at 1 you are intersecting the box and a complete cylinder, if you made this 1 piece you would save a nice piece of Uv space.
I'd start with that, post a fp view, I think some of the large cylinders could use a couple of segments more, but hard to tell.
And then also add some bevels/chamfers in the places really close to the player's view.
I know about the cleanup, but about the unnecessary parts, I'm just a modeler on a mod. I take the instruction and turn them into model, not to mention that the model won't have much polys to worry about.
Oh cool! I think I saw this on the Facepunch thread for the HL2 Enhancement Mod. I would definitely suggest you take the rings holding up the wire and make them all at the same level if you haven't already.
Considering that I work with other people on this mod, I can't make decisions on my own. Although I did suggest doing so.
I know about the cleanup, but about the unnecessary parts, I'm just a modeler on a mod. I take the instruction and turn them into model, not to mention that the model won't have much polys to worry about.
That's not an excuse to not optimizing your model.
As a 3D modeler on a mod, it is up to the modeler to take care of optimization. You shouldn't wait around for your higher ups to tell you that your model is being incredibly wasteful in terms of tris, a quality that will definitely not help you land a job in the industry. You should be able to take the initiative and see this yourself and make sure that model is as optimized as possible. Right now you could easily knock off 10k tri's, in which case, this would be a pretty solid piece.
Look at BF3 weapons as an example, most top out around 10k tri's from what we are told, and contain much more detail model wise than this rocket launcher. You are sitting at just under 22k, that is way too high IMO, especially for a mod on an older engine.
Like others have pointed out, the optimization would help a ton. One of the major things you are doing here is the fact that you are attempting to model most of it as one piece, wasting TONS of unnecessary tri's on unnecessary cuts for zero gain in silhouette for baking.
We are only trying to help What this forum is for, feedback and critique.
As a 3D modeler on a mod, it is up to the modeler to take care of optimization. You shouldn't wait around for your higher ups to tell you that your model is being incredibly wasteful in terms of tris, a quality that will definitely not help you land a job in the industry. You should be able to take the initiative and see this yourself and make sure that model is as optimized as possible. Right now you could easily knock off 10k tri's, in which case, this would be a pretty solid piece.
Look at BF3 weapons as an example, most top out around 10k tri's from what we are told, and contain much more detail model wise than this rocket launcher. You are sitting at just under 22k, that is way too high IMO, especially for a mod on an older engine.
Like others have pointed out, the optimization would help a ton. One of the major things you are doing here is the fact that you are attempting to model most of it as one piece, wasting TONS of unnecessary tri's on unnecessary cuts for zero gain in silhouette for baking.
We are only trying to help What this forum is for, feedback and critique.
I'm pretty sure the model shouldn't even have 7k polys, nonetheless it seems just like you made the piece in the middle to a gigant n-gon, you should really optimize those round things that connect the rocket barrel to the handle. The handle looks pretty unoptimized aswell. You should learn to optimise better and really take the image that joeriv made in consideration.
I'm pretty sure the model shouldn't even have 7k polys, nonetheless it seems just like you made the piece in the middle to a gigant n-gon, you should really optimize those round things that connect the rocket barrel to the handle. The handle looks pretty unoptimized aswell. You should learn to optimise better and really take the image that joeriv made in consideration.
Unless it contributes directly to the silhouette then you should really get rid of any extra edge loops, for example you really don't need those control edges on the octogons. Also as Kar-re pointed out you've just turned that area into a giant N-gon which is a problem, you should convert that back to quads or tri's.
I'm pretty sure the model shouldn't even have 7k polys, nonetheless it seems just like you made the piece in the middle to a gigant n-gon, you should really optimize those round things that connect the rocket barrel to the handle. The handle looks pretty unoptimized aswell. You should learn to optimise better and really take the image that joeriv made in consideration.
Triangles are what matters in games, not total polygons. If you were to just count polygons you could just convert your whole model to consist of quads, pentagons or hexagons and get different polycounts.
I've also got to agree with what has been said, there really is not enough detail here to justify the 16k tricount. Joeriv suggestions are really solid.
You might also want to make the bevels on the highpoly bigger as they are very sharp now and would probably disappear when the texture gets mipped once or twice.
Triangles are what matters in games, not total polygons. If you were to just count polygons you could just convert your whole model to consist of quads, pentagons or hexagons and get different polycounts.
I've also got to agree with what has been said, there really is not enough detail here to justify the 16k tricount. Joeriv suggestions are really solid.
You might also want to make the bevels on the highpoly bigger as they are very sharp now and would probably disappear when the texture gets mipped once or twice.
Yeah, that is a lot better. There are still some unnecessary geometry that I'd remove (support loops that doesn't do anything for the silhouette) like on the box still and that round piece jutting out from the middle of the barrel.
Also the octagonal piece in the back could maybe use some bevels as it will be right next to the camera.
Replies
So what do like guys?
Thx man. currently it's 31.335, but I'll start deleting edges ASAP.
Show us some wires :P
1) This part has a massive amount of optimization to do.
2) These small holes have to much segments, it's going to be hidden in fp view anyway
3) still cleanup to do
back) you have all these 90 degree angles, you would make it a lot easier on yourself reworking this in the hp and lp to be more of a softer angle.
4) The cable probably also do with some less segments
It also looks that at 1 you are intersecting the box and a complete cylinder, if you made this 1 piece you would save a nice piece of Uv space.
I'd start with that, post a fp view, I think some of the large cylinders could use a couple of segments more, but hard to tell.
And then also add some bevels/chamfers in the places really close to the player's view.
I know about the cleanup, but about the unnecessary parts, I'm just a modeler on a mod. I take the instruction and turn them into model, not to mention that the model won't have much polys to worry about.
Considering that I work with other people on this mod, I can't make decisions on my own. Although I did suggest doing so.
That's not an excuse to not optimizing your model.
Look at BF3 weapons as an example, most top out around 10k tri's from what we are told, and contain much more detail model wise than this rocket launcher. You are sitting at just under 22k, that is way too high IMO, especially for a mod on an older engine.
Like others have pointed out, the optimization would help a ton. One of the major things you are doing here is the fact that you are attempting to model most of it as one piece, wasting TONS of unnecessary tri's on unnecessary cuts for zero gain in silhouette for baking.
We are only trying to help What this forum is for, feedback and critique.
What about now?its good!
Its not about polys.
16k tris is good for me.
Come on dudes, we have 2013, next nextgen right in front of us. Make things round ..
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I have a 10k limit, so I think I'm okay.
I've also got to agree with what has been said, there really is not enough detail here to justify the 16k tricount. Joeriv suggestions are really solid.
You might also want to make the bevels on the highpoly bigger as they are very sharp now and would probably disappear when the texture gets mipped once or twice.
Its good now?
Also the octagonal piece in the back could maybe use some bevels as it will be right next to the camera.
Can't quite see whats happening with the cable section (above the hand grip).
Ok thx ,I will fix.