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Old 05-12-2007, 02:25 PM   #1 (permalink)
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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?
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here's the concept by the way:


Last edited by artmonkey92; 05-13-2007 at 05:16 PM.
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Old 05-12-2007, 02:28 PM   #2 (permalink)
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You could work on those UVs some more. Lots of wasted space. Every piece could be scaled up quite a bit. You only really need one or two pixels between the pieces.
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Old 05-12-2007, 02:31 PM   #3 (permalink)
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hmmm... i see what you mean, i shall try reUVing it. And consolidate that extra space for the scope parts.
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Old 05-12-2007, 07:49 PM   #4 (permalink)
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how's the model itself though?

and 512^2 is plenty :P
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Old 05-12-2007, 08:02 PM   #5 (permalink)
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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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Old 05-13-2007, 05:12 PM   #6 (permalink)
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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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Old 05-14-2007, 08:19 PM   #7 (permalink)
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*update*

finished optimizing from what i can see, now at 678





redid the UVW's... better?


Last edited by artmonkey92; 05-14-2007 at 08:24 PM.
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Old 05-14-2007, 08:42 PM   #8 (permalink)
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you really should be chamfering some edges on those handles dude. This is for first person view right?
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Old 05-14-2007, 09:05 PM   #9 (permalink)
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i did that in the first version, but i couldnt really make them very useful because i needed to keep the entire thing smaller than the parts they connected too.

no, this is for the world model on an outdated engine :P
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Old 05-20-2007, 06:20 PM   #10 (permalink)
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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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