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Old 05-06-2007, 07:15 PM   #1 (permalink)
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Mk2 "Pineapple" Grenade

For which Engine - Source
Current Polycount - 856. Update Poly count is now 776
Max Polycount - 856 - I dont really intend on adding anything, but i guess 900 tris if i really need to.
Texture Size - either 512 or 1024 havnt decided yet
Description of background information on piece - Im gonna be following Stormy's "getting a weapon into source" tutorials. My dad gave me this grenade so i thought i'd model it
Where are you looking to receive criticism - modeling, texturing, normal mapping, animation, getting it into source.. the whole enchilada
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I've done the model, high and low polys and normal mapped it. Ive still gotta fix up the normal map and get rid of the errors but im really tired so ill do it in the morning. Im also gonna add in another normal map to make it more noisy and less smooth and hopefully do most of the texturing tommorow











UPDATE:

finished the normal map, textured it and added a specular map, crits welcome.

just gotta wait for stormys tutorials on how to get it into source







normal


diffuse


specular

Last edited by Mist; 07-06-2007 at 02:19 PM.
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Old 05-06-2007, 07:34 PM   #2 (permalink)
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Your dad gave you a grenade? Man, did you do something bad to him or what?

Nice model though. You did a great job on the UV map and the model itself looks great. You might have beveled the bumps to get them a little smoother, but I can understand not wanting to spend the polys.
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Old 05-06-2007, 07:56 PM   #3 (permalink)
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/me wishes I had a grenade

(seriously, 2am and my housemate is rocking out on his guitar, I'll be glad to get the fuck out of this house tomorrow)

Looks nice though, only thing I could critiq is maybe the polys on such a weapon, 900 seams a lot to me for something like that, unless its just an excercise in modelling, then thats cool
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Old 05-06-2007, 09:37 PM   #4 (permalink)
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Ring could use less, maybe.
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Old 06-06-2007, 12:06 AM   #5 (permalink)
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Looks ok. I have no real idea of the polycount for a grenade, but they look well spend, so i suppose that's ok. Can we see the high poly mesh? looking forward to see some textures on this model.
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Old 06-06-2007, 05:00 AM   #6 (permalink)
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Looks pretty good to me although I most likely would of modeled it slightly different. Does have one drawback from an animation standpoint though, the safety lever and fuze body are made of the same mesh...so you can't animate the lever to fall off when you throw it.


Instead of having all those extrusions in the lowpoly I'd of made it smooth and let the normal map handle all the groves totally on it's own. Still would of had the same silouette from all but a fraction of viewing angles and would of been lower in polys.
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Old 06-06-2007, 06:05 AM   #7 (permalink)
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Some good crits above. Mesh does look efficient, but if you wanted to go a step further, I think you could chamfer the extrudes so they look more like their real life counterpart, would also flow better with the normal map. The total cost I estimate would be about 360-400 polies.
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Old 06-06-2007, 07:07 AM   #8 (permalink)
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Thanks for all the good crits guys

When i started this I aimed for about 800 polies which i think isnt too bad for source. I think what i might do is weld in the grooves at the top and bottom of the nade and see how well the normal map deals with it, if it doesnt do well then ill put them back in.

I think the grooves in the high poly (see below) arnt pronounced enough so ill do that now.

I was thinking about having the safety leaver separate for the animation but decided against it to keep the poly count down. If im able to have an "idle" animation i'll wanna do something fun like juggle the nade or balance it on a finger or something :P

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Old 06-06-2007, 08:23 AM   #9 (permalink)
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I've got two questions. will the model look in game how it is in the DX viewport or how it is rendered? Because in the viewport the smoothgroups seem a bit messed up but when i render it, it seems fine.

also, how should one go about smoothing a model with a normal map, have everything the same smooth group or smooth it how you would normally?
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Old 06-06-2007, 10:17 AM   #10 (permalink)
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Have it all on one smooth group: to have sharp edges, make a bevel in the high poly model, so that it renders as quite a sharp edge on the normals, this will then affect the sharpness of the low poly model.
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