i had no problem with the way freon put it, the way i read your post "Uh oh! God forbid someone offers constructive criticism!" was that people on the team would be mindlessly bashing freon because he said something about the stuff we make. i believe this was not the case. in the rest of that post i went on to explain why i thought that adding more detail via geometry would be more than 'easily fixed'. keep in mind that like weve posted before, this weapon IS already 1391 polygons. what i usually aim for is more 1100 (though the M4 goes up to around 1200/1250), and with that on my machine (geforce 2 gts, 512 ram and P3 1ghz) itll slow down quite a bit on the more geometry intensive maps (think RtK, ruin, stalingrad, etc). adding geometry with polycounts in mind isnt quite 'easy', since sometimes ive had headaches myself over weapon models with too much detail. once youve got a high polycount after quite a bit of fiddling, its actually quite hard to knock it back down, let alone adding more detail. with the FAL, the way i see it (note this is my opinion, NOT bienleins) with the current polycount itll be very difficult to add more detail and thats before you think about kow redoing the skin, etc.
about the skin, i dont think itll be too bad, personally i think that we should wait to see something ingame (which is after i do the animations) before we say more.... the flatness of the reciever is only really noticible in those renders because you see the whole reciever on an angle like that. with motion and not seeing the whole reciever, i dont think itll be that noticible.
about the skin, i dont think itll be too bad, personally i think that we should wait to see something ingame (which is after i do the animations) before we say more.... the flatness of the reciever is only really noticible in those renders because you see the whole reciever on an angle like that. with motion and not seeing the whole reciever, i dont think itll be that noticible.