Hey everyone!
Firstly and foremost I would like to mention that I do not have any real prior experience modeling (I've gotten to this point once or twice only to see that the model looked awful and I would scrap the project). This model is intended to become a mod for a udk game "killingfloor," the limit from my understanding is around 10k tri's currently Im around 13k. I was wondering if anyone could possibly download the .3dsmax file and perhaps direct me to an area where I could clean 1,500 tris. Also I would greatly appreciate if you could tell me what is wrong with my model or what needs to be changed. I think i uploaded the file correctly, if i'm not allowed to post download links ill remove it.
Many Thanks!
:poly136:
https://dl.dropboxusercontent.com/u/118631871/Bolter_WIP01.max
Replies
This model's topology is really weird. Is it the lowpoly or the highpoly still in progress? There's a lot of wasted geometry. When making your lowpoly you should always ask yourself "Does this geometry helps the silhouette?". If not, remove it. And please, triangulate!
Here's a quick paint over because I don't have much time. See where I show you where to triangulate? Well you should do that all over your model.
And optimize the grip. It has more polygons then the rest of the gun.
Many thanks, Jordan
For a high poly, I would go higher, with support loops and turbosmooth on there for a really high detail model with smooth edges.
Like the other poster said, some of the details should be omitted for the low, and can just be baked in. I, too, was taught never to use triangles or ngons in my first modeling class, and although using quads is a good thing to practice, triangles are all over the place in games especially. Remember, everything is triangulated in engine, every quad is just two tris. There are even a few obscure scenarios where an ngon could be useful (in the high-poly stage mostly) but it's fair to say you should avoid anything over a 4-sided poly.
So yeah, there is absolutely no need for your edges to loop all around a model when they're only adding to the silhouette in one area, there is a lot of optimization that can be done, particularly in places like the grip and magazine.
Not bad though, keep at it!
http://www.mediafire.com/view/kbktq19hnfvo82r/bolter.obj
http://www.mediafire.com/view/prjnzxz7k9e03pl/NormalObjects.mtl
http://www.mediafire.com/view/via412f7vy7lsbp/NormalObjects.obj
http://www.mediafire.com/view/aw8wfv3799367k9/NormalObjectsClip.mtl
http://www.mediafire.com/view/y7ufykbqhv89ep1/NormalObjectsClip.obj
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