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#1 (permalink) |
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New Member
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WIP - Mossberg 590-a1
Hey guys had some time to work on this over the weekend, and finally learnt how to setup a render haha so here is what ive done so far. Please constructive crit my work as i think i really need it.
This model is intended to be for game purposes, and so is the low poly version currently at ~2700 tris. I will do a high poly version once im done with the low. ![]() ![]() ![]() ![]() ![]() ![]() So what do you guys think? What can i change/improve? Thanks for any and all help, big
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Warhammer 40 000 on the UDK -- Looking for help |
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#3 (permalink) |
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New Member
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Ok had no idea how to render wireframe so here is a top and side view screenshot of the wireframe.
![]() The areas near the breach and a little north-west(north being vertically up) of the trigger look messy, but that is just because the wireframe shows lines on the other side of the model as well, oh well thats what happens when you cant render in wireframe haha. Anyway proceed please...
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Warhammer 40 000 on the UDK -- Looking for help Last edited by biggest_kid; 12-06-2010 at 07:34 AM. |
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#4 (permalink) |
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Look nice atm, like Tim27 said it needs more edges at the stock, its pretty hard edge, the rest is looking good so far.
To render wireframe (if you use maya) check out maya vector render if it's max i dont know xD for max maybe this can help out - Rendering a wire frame image out of Max and this is for maya Wireframe Rendering | maya tutorials
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![]() Portfolio - http://miguelredondo.wordpress.com/ LinkedIn - http://pt.linkedin.com/in/miguelredondo |
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#5 (permalink) |
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New Member
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Are you talking about the bottom edge of the stock? Is that the hard edge you guys are talking about?
Also what would be a good tri limit for a low poly game model such as this one? I was thinking of capping it at 3500 max.
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Warhammer 40 000 on the UDK -- Looking for help |
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#6 (permalink) |
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New Member
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I was talking about the stock itself, the back face its too squarish but since its for a game (if it's FPS) you hardly will see the stock itself when its equipped. So i guess you just need to round it a bit, changing a bit of it's shape.
As you can see in this image the stock is rounded up http://sgcusa.com/images/supporting_...rkerized_C.jpg, you don't need to make it rounded like this, just get it less squarish. Hope you understand what i mean ![]() About your last question i'm not sure which number is a good tri limit for a game model, i'm sure someone can answer that soon.
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![]() Portfolio - http://miguelredondo.wordpress.com/ LinkedIn - http://pt.linkedin.com/in/miguelredondo |
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#8 (permalink) |
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New Member
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Yes i thought the stock looked a bit fat too, but it matches my reference images fine so i just decided to leave it. Has anyone else noticed this?
And ill go and apply some chamfers and see if i cant get the stock looking a little more rounded now. EDIT: Ok had a look and there is already enough edges there to make it look rounder, but i dont know how to alter them so that they do make the stock more rounded. As you can see where the arrow is there is ample edges, yet i dont know how to move them. Anyone got any ideas? ![]() Thanks
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Warhammer 40 000 on the UDK -- Looking for help Last edited by biggest_kid; 12-06-2010 at 12:38 PM. |
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#9 (permalink) |
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Frequenter
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switch to vertex mode and move the verts around to give a round shape. A lot can be done by manually moving verts in your model.
also, you might want to read up on smoothing groups a little bit. it looks like you have a lot of polys that don't have any smoothing assigned to them. YouTube - 3D Studio's Max Smoothing Groups Tutorial Last edited by dermaeher88; 12-06-2010 at 08:22 PM. |
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#10 (permalink) |
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New Member
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Ok played around with manually moving the vertices, should be easy enough to do. I will round off the stock and post up some pics as soon as i get home from soccer today.
Also, i did some work with smoothing groups a while back, but that was a long time ago, so i will read up on them and see if i can apply them to this model. At the moment i have not altered/applied any smoothing groups. EDIT: Ok got a pretty decent result i think after about only 10 minutes of shifting the vertices. ![]() What do you guys think? Is it round enough now? Also found a problem with the vertices of the handle not lining up correctly with the vertices of the frame, which is causing some of the weird shading u can see in the renders.
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Warhammer 40 000 on the UDK -- Looking for help Last edited by biggest_kid; 13-06-2010 at 12:24 PM. |
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