Suicide Commando 0 Posted January 23, 2005 Share Posted January 23, 2005 Cool 700 dek. Quote Link to post Share on other sites
EricJ 0 Posted January 24, 2005 Share Posted January 24, 2005 I agree, that going to be also in VBS1? Quote Link to post Share on other sites
CR_Bongo 0 Posted January 24, 2005 Share Posted January 24, 2005 My NEW cellphone: its got one HELL of a loud ring though Quote Link to post Share on other sites
dekela 0 Posted January 24, 2005 Share Posted January 24, 2005 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...... Quote Link to post Share on other sites
pz3 338 Posted January 24, 2005 Share Posted January 24, 2005 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 Quote Link to post Share on other sites
Zeko 33 Posted January 24, 2005 Share Posted January 24, 2005 It's called normal mapping and u pretty much explained it simple Prozac. More info http://www.cgtalk.com/showthread.php?s=&th...=normal+mapping Max 7 already supports normal mapping but it's not working that good. Quote Link to post Share on other sites
Stalker 0 Posted January 24, 2005 Share Posted January 24, 2005 My NEW cellphone: its got one HELL of a loud ring though ← You'll be shot in your leg quite often Quote Link to post Share on other sites
Sup 0 Posted January 24, 2005 Share Posted January 24, 2005 It's called normal mapping and u pretty much explained it simple Prozac. More info http://www.cgtalk.com/showthread.php?s=&th...=normal+mapping Max 7 already supports normal mapping but it's not working that good. ← Prozac described bump mapping... Normal mapping's different, right? Quote Link to post Share on other sites
pz3 338 Posted January 24, 2005 Share Posted January 24, 2005 (edited) 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. 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 January 24, 2005 by Prozac360 Quote Link to post Share on other sites
Chems 0 Posted January 24, 2005 Share Posted January 24, 2005 Normal mapping requires you to make a high poly version of your object to create the normal map then create an LOD object and re map the normal map onto it. Quote Link to post Share on other sites
SnowFella 8 Posted January 24, 2005 Share Posted January 24, 2005 Not nessesarily Chems, you can handpaint a normal map without the use of a highpoly LOD. @Prozac: looks to me like polybump and normal mapping is the same thing, crytek just gave it a new name...lol Crytek polybump specs Quote Link to post Share on other sites
pz3 338 Posted January 25, 2005 Share Posted January 25, 2005 (edited) yep... probly Edited January 25, 2005 by Prozac360 Quote Link to post Share on other sites
JTF-2 0 Posted January 25, 2005 Share Posted January 25, 2005 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. what do ya think? Quote Link to post Share on other sites
Tommy35 0 Posted January 25, 2005 Share Posted January 25, 2005 Gonna have to tell the old lady to get me HL2 for my impending B-day. Quote Link to post Share on other sites
Suicide Commando 0 Posted January 25, 2005 Share Posted January 25, 2005 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? Quote Link to post Share on other sites
JTF-2 0 Posted January 25, 2005 Share Posted January 25, 2005 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. Quote Link to post Share on other sites
Zeko 33 Posted January 25, 2005 Share Posted January 25, 2005 Yeah Crytek is just different name, nothing else. With Crytek u only get a option to make normal maps with height-map bump maps. Quote Link to post Share on other sites
pz3 338 Posted January 25, 2005 Share Posted January 25, 2005 (edited) hl2 is just at 3000 for first person weapons, with the hands..... and thirdperson models are around 500 Edited January 25, 2005 by Prozac360 Quote Link to post Share on other sites
_OtAcoN_ 0 Posted January 26, 2005 Share Posted January 26, 2005 that makes no sense! the source engine was designed for high poly enviroments and a 3000 poly limit is GR's limit basically thats beyond gheyed. Quote Link to post Share on other sites
pz3 338 Posted January 26, 2005 Share Posted January 26, 2005 thats what it was Quote Link to post Share on other sites
projectile 0 Posted January 26, 2005 Share Posted January 26, 2005 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. Quote Link to post Share on other sites
JTF-2 0 Posted January 26, 2005 Share Posted January 26, 2005 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. Quote Link to post Share on other sites
chiel_mic 0 Posted January 29, 2005 Share Posted January 29, 2005 Quote Link to post Share on other sites
Sup 0 Posted January 29, 2005 Share Posted January 29, 2005 Is that your first model? Quote Link to post Share on other sites
chiel_mic 0 Posted January 29, 2005 Share Posted January 29, 2005 First rifle model, it's my 5th model Quote Link to post Share on other sites
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