Hello all... I'm new in this community.
First I want to note 2 things...
My English isn't the best, so sorry if I'll make some mistakes.
Second, this is my first model made from scratch...
I don't yet know how to make Shaders, jiggle-bones or what ever... But will learn in time.
I wanted to create something for TF2 contribute (I'm so unique :poly124: ).
I've decided to create a levolver, But I didn't wanted simply some kind of magnum or any other popular revolver. I wanted to something interesting. So I've decided to create LeMat revolver.
http://en.wikipedia.org/wiki/LeMat_Revolver
(for those, who don't want to read the link)
LeMat is unique revolver. It was created in 1855 (fit the time line) and had loaded 9 simple bullets + one shotgun-like bullet in the middle of the barel, which were shot per separate "pipe".
I'm first want to model revolver. Then fit it to shape of Ambassador, then try to get it in-game. After that, work with textures.
Replies
10865 triangles? Isn't that to much?
Thanks... Noted that now. Will fix that tomorow, going to sleep. Thanks.
@Koldlt:
Yes, it's my first model I've made from scratch. before I was somply modifying other 3d content (swaping some stuff betwean 2 models and making 3th) on Storm enigne games.
Wireframe? Sorry, didn't knew what I need to post to get real comments. I'm really ne at all those 3D...
This is wireframe?:
For example like cycrasx said you can get the exact same shape on the trigger guard with alot less polys.
all those bullet heads should just be 'floating polys'. one big round poly for each side of the (don't know the name)- thing that holds the bullets. then each bullet would be a seperate cylinder.
this is about how the polys should be on the low (i might've gone a littler lower than needed...
barrels should probably be more than 10 sided, and the holes can just be in the texture.
also, the blue lines should be beveled (angled some instead of 90* corner) so you can bake that into the normal map.
@cycrasx:
Yesss... Triggerguard is already deleted. I'm redoing it completelly... As is in those screenshots, it have 720 triangles. I'll try to make it lower count.
@KoldIt:
I was planing to play a little with policount reduction tool later.
@Baddcog:
I made some research before modeling this. Ambassador is made the same way as mine. He even have more polys than mine.
Ambassador: 4380; Mine: 3032
Thanks for other advices... Will make those line beveled. And will decrease some polys at some places too...
I don't know about normal maps. I noted, that Valve almost don't use them on TF2. Good, since I don't know how to make those... Yet.
@The Scrub:
The TF2 weapon poly limit is around 8000. That means more or less. There are some weapons, that are more than that. Degreaser have 10000+ polys.
Thank again everyone for comments...
I think the whole gun is to highres for a game to. Just course a "TF2"-gun CAN have 8000 doesn't mean you can just let triangles go to waste for nothing...
Reduced polycount to 5944. Any more advices?
The piece on the bottom of the shotgun barrel sits off and mounts on the side. (presumably for easy loading). This is a detail that gives the gun such a unique flair.
The joint between the body and handle is sunk in rather than out on your version, I think this is pretty hard to read and looks awkward.
Also, save triangulating your model until the very end, alterations and cleanup are much easier than when everything is in tris. On the inside/insets of your bullet shells, there's a lot you can clean up inside; a whole extra loop can be dropped, and you can collapse every other edge (at least); the silhouette in there won't ever be seen.