About how much polygons should you use for models in an fps? Does this look like a good number for a gun?
http://2.bp.blogspot..._model_wire.jpg
Thanks.
FPS models
Started by gunmonkeys, Dec 18 2009 02:27 AM
6 replies to this topic
#1
Posted 18 December 2009 - 02:27 AM
#2
Posted 18 December 2009 - 02:34 AM
thats a real nice gun, well modelled.
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?
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?
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#3
Posted 18 December 2009 - 06:12 PM
huh... not bad :)
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.
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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#4
Posted 18 December 2009 - 07:59 PM
You should really consider what parts of the model will be visible on screen, and concentrate on that. You will probably never see the trigger, so it's a waste of time and triangles to model it.
#5
Posted 19 December 2009 - 01:10 AM
Starscreams(hehe) right about that, on the ground it doesnt need hardly any detail, cause a gun is only a 1/16th of a man remember, so its actually pretty small.
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.
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.
you used to be able to fit a game on a disk, then you used to be able to fit a game on a cd, then you used to be able to fit a game on a dvd, now you can barely fit one on your harddrive.
#6
Posted 31 December 2009 - 02:41 AM
I didn't model that I just searched gun model or something and I thought it was a good example. Thanks.
#7
Posted 07 January 2010 - 01:33 AM
gunmonkeys said:
I didn't model that I just searched gun model or something and I thought it was a good example. Thanks.
Re-dun-dant adj. 1. See redundant
TheNut said:
"Hmm, yes. Strong is the force with this one"
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