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Hi and thanks to all the peeps out there with tutorials on modding etc,

Just finished modelling my new M4 but need a few tips,

A) the Poly count is 5236. What is the ideal / max poly count? is there anyway to reduce this if I need to?

B) Exporting. I cant find a complete tutorial on exporting which has all the necessary files available etc.

C) How can I improve the ends of the Silencer & Nade Launcher?

M4SDM203a.jpg

M4SOPMODSD2b.jpg

Cheers 22SAS_Logun

Edited by 22SAS_Logun
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Awsome model man,but way way to high on polys,like recon said make ur cylinders 8 sides or less.If u want to know how to make barrels without boonleaning just PM me and ill hit u up on how to do it.kind of hard to explain in one paragraph.But before u skin optimize ur object by hitting optimize

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make ur cylinders 8 sides or less.

Mine are usually 11 or 13 depending. Odd numbered sides fool the eyes into making it appear more round.

As for the barrel without bolleans, just make another smaller cylinder to place on the very tip of the barrel, then color it black. No one can tell. :)

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BTW your Ejection Port is on the wrong side. The weapon ejects the round from the right hand side.

The spent casing deflector is there to help left handed shooters for not getting hot empty brass in the face.

Hmmm mayhaps find the proper textures for the sides. the left hand and right hand sides do make a differance.

Other than that, very nice job.

Soryu...

Edited by Soryu
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Yeah for the latest pic go to www.22ndsas.8m.net/images.html

I've managed to get this bad boy down to 793 polys. Not sure if the texture method I used will work though. I added individual jpegs to each part of the gun? Any advice here much appreciated.

Second thoughts, here's the pics.

M4SDM203a.jpg

M4SDM203b.jpg

Cheers Logun

Edited by 22SAS_Logun
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The most effective, but most often overlooked, way to cut down your polygon counts is to convert every object in the scene into an editable poly (or editable mesh if you're that way inclined) and select and delete every concealed face individually. By 'concealed face', I mean, obviously, faces that are within the model or that directly meet another object.

Above method is by no means for the impatient.

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