22SAS_Logun 0 Posted June 14, 2003 Share Posted June 14, 2003 (edited) 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? Cheers 22SAS_Logun Edited June 19, 2003 by 22SAS_Logun Quote Link to post Share on other sites
[GRT1]Kpl.Eli 0 Posted June 14, 2003 Share Posted June 14, 2003 Well the polycount of this gun is way to much! I would say between 600 and 1000 should be ideal. KP Quote Link to post Share on other sites
ReconSnake 0 Posted June 14, 2003 Share Posted June 14, 2003 Cylinders are a poly killer. If you have to use them, make sure they are 8 sided or less. Go to Piggyson's Site to find some great tutorials about exporting weapons from 3DSM into GR. Quote Link to post Share on other sites
22SAS_Logun 0 Posted June 14, 2003 Author Share Posted June 14, 2003 600 - 1000 omg! Back to the drawing board then lol Cheers for the link. Quote Link to post Share on other sites
ReconSnake 0 Posted June 14, 2003 Share Posted June 14, 2003 One more thing you might want to consider texture-wise is using a pic that has the ejection port cover open. The model looks nice. RS Quote Link to post Share on other sites
SpLaTTy 0 Posted June 14, 2003 Share Posted June 14, 2003 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 Quote Link to post Share on other sites
Ruin 17 Posted June 14, 2003 Share Posted June 14, 2003 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. Quote Link to post Share on other sites
Marcinko 1 Posted June 14, 2003 Share Posted June 14, 2003 Also, the end of ur m203 barrel, should be even with the mounting bracket, i believe thats the way the new ones are, and a SOPMOD wouldnt have an old one. Quote Link to post Share on other sites
Soryu 0 Posted June 15, 2003 Share Posted June 15, 2003 (edited) 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 June 15, 2003 by Soryu Quote Link to post Share on other sites
Marcinko 1 Posted June 15, 2003 Share Posted June 15, 2003 Also, ur forsight is way tooo thin, as is the slider underneast the cylinder part on ur stock. Try usin ransparent textures as well, they are a poly killer. Quote Link to post Share on other sites
LabRat360 0 Posted June 15, 2003 Share Posted June 15, 2003 (edited) Depends on detail u want... for gr models between 400 and 1500 Polys are good. I usually keep mine just around 1,000. But some times its fun to make them more detailed Edited June 15, 2003 by LabRat360 Quote Link to post Share on other sites
22SAS_Logun 0 Posted June 15, 2003 Author Share Posted June 15, 2003 Ok I've managed to reduce it to 1400 and if I optimize it, it comes down to 1200. Before I do that I was wondering if someone with Poly Cruncher could crunch it for me if I send them the file? Quote Link to post Share on other sites
[GRT1]Kpl.Eli 0 Posted June 16, 2003 Share Posted June 16, 2003 u got an email bro. KP Quote Link to post Share on other sites
Bballa4lifeno51 0 Posted June 16, 2003 Share Posted June 16, 2003 to me it looks like the muzzle hole is to big. also it looks like a left handed gun, in which the ejetion port would be on the left side Quote Link to post Share on other sites
Soryu 0 Posted June 18, 2003 Share Posted June 18, 2003 AFAIK, Colt does not make a left hand side weapon in the M4 models. That is what the Spent Casing deflector is for. Soryu... Quote Link to post Share on other sites
Lowdrag 0 Posted June 18, 2003 Share Posted June 18, 2003 Your sight looks like the ###### love child of an Aimpoint and ACOG. Quote Link to post Share on other sites
22SAS_Logun 0 Posted June 18, 2003 Author Share Posted June 18, 2003 So is that a good thing or a bad thing? and what are they anyway? As for a left handed ejection port it looks the same on the right, I'm not prejudiced against left handed people. Quote Link to post Share on other sites
SpLaTTy 0 Posted June 18, 2003 Share Posted June 18, 2003 last i checked it was a good thing,u got any pics of what ur gun looks like now? Quote Link to post Share on other sites
22SAS_Logun 0 Posted June 18, 2003 Author Share Posted June 18, 2003 (edited) 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. Cheers Logun Edited June 19, 2003 by 22SAS_Logun Quote Link to post Share on other sites
Pyro_Monty 0 Posted June 18, 2003 Share Posted June 18, 2003 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. Quote Link to post Share on other sites
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