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Show me your Weapons!


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SCAR-L 550ish Polygons

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I own one, looks perfect to me deks

thanks mac

What's the polycount?

high end of 4, but can be optimised a bit yet

@dek: how'd you get some bits to be more shiney than others? is that just a property in the material editor?

dont know mate, just came out that way

cheers......

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higher poly count most likely......for the shinyness....

same reason farcry uses polybump......

while lets say the stock of the weapons is really 5 polysgons on a side and the rest make it look round by smoothing.... real polygons effect the lighting and make the object look more round with actual lighting no just shading....

example.........

polybump is bassicly a work around (in farcry) .... its generated by a high poly and a low poly model

between the two with help of some extra software it makes a image that will when in game make the low poly objects light the same as a high poly object.

or somthing like that

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i discribed polybump..... it is what the crytek uses....

normal mapping is same thing almost i havnt messed with it much but is same idea...

and bumpmappping really is good for just a slight touch of depth in a texture, usualy works best with a speculare map it gives it that little extra look, u see that a lot in HL2.

but when u compare farcry indoors to hl2 indoors u can see where the polybump really makes things look much better for lower polys

This is a quick bump map/texture i made.

exampole3zb.jpg

Regular mapping is on the left, like what u could use in GR

and bump mapping on the right...

Bumpmapping in hl2 ( best example i could find)

HL2

Polybump in farcry =)

farcry

its hard to show examples with pictures, especially from two diffrent. These things need to be seen in motion to really understand

Edited by Prozac360
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you guys have inspired me to pick up weapon modelling again. I've been trying to do a car (a really curvy one <_< ) It's hard as hell. So i thought gun modelling would be nice break.

Accuracy International AW series. 3700 polys (without scope and muzzle break...and shoulder pad now i look at it). Not for GR, but easily a FPW for HL2.

accincrender.jpg

what do ya think? :huh:

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Looks good to me JTF. What do you think the poly count is going to be total and what's the average count for HL2 models?

can't really say what the total will be, maybe about 1000 more? I'll post an updated version once everything's said and done. I'm not sure, so don't quote me or anything, but i think FPW is HL2 is around 1500~2500? i'll check.

thanks for the kind words guys.

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Dun worry about the polygon count, 3k is just a guideline. Some of the Counter-Strike Source weapons maybe much higher than that.

Beisde that, I dun think there much people playing modern 3D games like doom3, HL2, UT2004..... are still using a Voodoo 1 or TNT GFX.

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thanks for the info guys. The weap was really just an exercise, just to see if i could model using the new tricks i learnt from trying to do that car. It'd be nice to try it out in-game, maybe in the TR mod for HL2, but that'd have to wait 'till after midterms. <_<

thanks anyway guys, i'll keep those "guidelines" in mind. :thumbsup:

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