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#1 (permalink) |
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Artist
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Disruptor Rifle (SW)
For which Engine - Jedi Academy
Current Polycount - 1100 Max Polycount - say 2000? will have LOD's Texture Size - undecided 512^2 or 1024^2 Description of background information on piece - Concept from Star Wars: Galaxies. Trying to add to it though... haven't done scopes yet. Fits the sniper rifle role. Left some space on the sheet ofr the scope piece later. What do you guys think? _________________________________________________ ![]() ![]() here's the concept by the way: ![]() Last edited by artmonkey92; 05-13-2007 at 05:16 PM. |
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#5 (permalink) |
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Senior Artist
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As far as the model itself, you have a good start but it needs some optimization. The stock has waay to many tris, half of them are not changing the shape at all. So I would recommend going over the model (mainly the stock) and optimize away
![]() It's kind of hard to see the whole model because of the wires that you put up...so could we have some more wireframes? Oh and welcome to GA ![]()
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#6 (permalink) |
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Artist
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*update*:
hmmm, thanks, i forgot about those polys back there. do you guys think those tris for the grip could also be removed? they dont seem to add much either, except extraneous tris :P anyways, now stands at 882 tris. *obsolete* and yeah, i think ill enjoy it here :P *edit*: decided on removing the extra poly's from the grip, cant see em ingame anyway :P down to 760 now. Last edited by artmonkey92; 05-14-2007 at 08:19 PM. |
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#10 (permalink) |
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Artist
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![]() =\ yeah, i suck at texturing. but I'm practicing! i used stormy's method for the base texture. then used slight blue layers for highlight and black/brown for shadowing. still very basic, ive only done the top areas and the stock and no details. so my question is... how would i keep it this kind of color while making it... more defined as right now it seems a bit washed out and too dark. and what are good render settings for textures? im using clay still right now as its better than scanline/default. i tried 100% self illum and it looks the same... hrm. |
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