Posted 18 December 2009 - 02:27 AM
Posted 18 December 2009 - 02:34 AM
Well, look at whats been made... if you remember an fps on the nintendo 64 (perfect dark) it had extremely low poly count weapons, id say your gun is higher poly than that game, but it did have good animation, like the weapons fired and reloaded nicely.
but thats old, these days probably that gun should be normal mapped so it looks like a super high poly model - cause thats really the standard these days.
so what id do if i were you, is id subdivide it 3 times then rendered the highpoly faces onto the lowpoly uv map, and that would look good, because it has a nice shape, that gun, did u model it yourself?
Posted 18 December 2009 - 06:12 PM
Anyway, it depends on the situation. If the player is holding the gun, it should be around 5-6000 (with variation depending on needs of course). If it's just resting on the ground (where the player won't see it in real detail), your current model is very good.
This is (of course) assuming you're using normal mapping to create high detail surfaces.
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Posted 18 December 2009 - 07:59 PM
Posted 19 December 2009 - 01:10 AM
I was thinking for the up close shot, your gonna need to bring out the lighting of the shape a little more, subdivided?
normal mapping is simple, all you do is subdivide the model, uv map it high poly, then reduct all the vertices out keeping the uv's, and it looks good.
Posted 31 December 2009 - 02:41 AM
Posted 07 January 2010 - 01:33 AM
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