EDIT:
Alright. I'm done. Here's final renders in UDK! More pictures can be found on my
website
I added a rel-time web 3d preview. The application uses WebGL and runs on Safari, Firefox and Google Chrome. IE and Opera requires additional plug-in.
Bushmaster ACR (
View in 3D)
EOTech 552 holographic scope (
View in 3D)
_____________________________________
ORIGINAL FIRST POST:
Hey, polycounters!
I haven't posted anything on polycount for a while. It's time to make my first WIP thread. I'm working on a Bushmaster ACR rifle at the moment and here's what I have so far.
High poly WIP
Comments and critiques are always welcome!
Replies
Here's some progress on the handle part
Critiques and comments are always welcome
Keep it up
Keep it up! Cheers.
Here's some progress on low poly. 2 109 polys so far
Those are hard 90 degree angles and also, having them match the round curvature will require a lot of long thin polygons and messy topology.
i think racer445 had an example floating around of the "proper" setup for rails on a low poly. ill see if i can find it.
Computron, I'll definitelly try this approach. You are right, it's better to leave it for normal map, I'm not really happy with this topology.
Oniram, Yeah It's a FPS gun. So you mean I just need to detach the boxes and let them float inside the model right?
And I also cleaned the topology a bit more. Now it looks much cleaner I think. I'll post some more updates a bit later
Here's some more updates. Almost done.
Polys: 2 705
Tris: 4 829
It depends on what kind of camera you want this weapon to be made for. If your making a 1p weapon then anything facing the 1p camera will get more polys and probably a bigger texture space as well.
If it's a 3p weapon than you should spread out the polys evenly and the texture space.
I haven't been in the industry too long but i do know that when people look at your work to evaluate your portfolio the best thing you can do is optimize for the specific situation like i mentioned before.
So when you finish this and put it in your portfolio you should mention which camera you intended this for and also display some renders accordingly. 1p weapon should have a 1p camera view of the model with a lot of close ups and a 3p weapon render should have the render around the distance a 3p camera would be. That way an employer will accurately see how your work is displayed in game.
just some tips i've picked up
try to still avoid long skinny triangles if you can. they dont do too well with shading.
these are areas to consider still reducing
(i left out the grip because it was already mentioned.. but i agree with it. )
For the first person camera I use vertical FOV with 60 degrees angle same as for CryENGINE3
Polys: 2 599
Tris: 4 624
Polys: 3 620
Tris: 6 480
Personally, I'd say you should be aiming closer to 10k to 15k triangles. It seems a shame to make such a nice high poly model only then to make such a brutally low low poly model. Check out Jfletchers thread here to get a better idea of poly density. You can see the foreground elements that are going to be seen up close in an fps are very dense and are bevelled a lot, while less important parts like the mag are pretty sparse.
mr_ace, well I wanna see how low I can go in terms of poly count and get away with a decent normal map bake. For me it's a learning process, I'm still new to normalmap generation from high poly models. I always can go back and add more polys to it
Dropbox is a good idea, but not for the whole project folder because of the 2GB limit (my projects are often into the GBs with all the .psd textures and high poly exports).
Very nice gun, glad you didn't totally lose it.