Hi everyone, this is my first post here, nice to meet you.
![:D :D](https://polycount.com/plugins/emojiextender/emoji/twitter/grin.png)
I've moved recently to low-poly and realtime modeling, and started to learn a bit Unreal Engine, so I'd like some feedback about my works.
This is my first experiment, it's a missile launcher, I've tried to keep the polycount low(about 3k triangles), can someone tell what can I improve, and what should I change or do better? Is the polycount ok? or should I've used less/more poligons?
Some critiques would be really appreciated, thanks a lot.
model
Replies
As a general rule I would set a standards bar when looking at a guide to polycount and texture sizes. The first question you wanna ask is, is this weapon for a first person or third person game? How is the player going to view this weapon?
Next I would choose a game/studio that you should model this in the style of. This is to keep you focused. Right now your gun has a lack of direction, would this be for an Epic Games project like unreal tournament or paragon? Or a game like borderlands? If you get a focus on direction and inspiration and do a little research, you'll figure out your polycount and texture sixes from the game you're looking to copy.
Say if you wanted to take this to the level of Unreal Tournament, you're gonna want to upres this and get those colours really punching.
Looking at how other studios model their guns ect will give you a really good instinct on how to optimise and where not to compromise polys. There are some mega lush weapon artists on polycount aswell, if you seek those guys out and check out their threads.
Overall nice work tho! Keep pushing it
Those silver things on the side are not actually vents, but it's more an underlying structure to make the inside more flexible so that the gun can stand the missile explosion when someone shoot, probably they don't sell that idea too much.
That gun you posted has an incredible amount of polygons and detail, is it really low-poly? That's quite impressive, probably in fps you can really bump the polycount on weapons quite a lot.
Thanks a lot for the advices, I'll keep them in mind for my next models.