models wip

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HarvesterUT

beat me with a stick
Oct 28, 2002
33
0
0
Texas
hey, just fooling around with lightwave, making some medieval weapons.....maybe i'll use them for a mod. lemme know what u think

HarvesterUT
 

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is0s

:: modeler-skinner-animator ::
May 14, 2002
7
0
0
nice and simple, the point of the sword could be a little more pointy, weld the end vertex together or something :)
 

HarvesterUT

beat me with a stick
Oct 28, 2002
33
0
0
Texas
Doc_EDo said:
You could use more curved shapes and smoothing groups.
Also put more detail in it.


where do you think more curved shaped would be used? also, some of these poly counts are close to 500. with hands holding them (possibly), the poly count would be close to 900. is that still low enough? i'll keep your suggestions in mind, as these are all WIPs and i did 3 of them in one sitting last night.

HarvesterUT
 

Radiosity

Minty Fresh!
Jan 3, 2003
2,217
0
0
46
UK
www.radiant-studios.net
Nice work :)

And for your 1st person weapon you could go up to 3000 if you really wanted, but you should aim for less than 2000 ideally. For 3rd person and pickup models you should go for 1000 or less (most of the 2K3 weapon pickups are around 400-500).
 

HarvesterUT

beat me with a stick
Oct 28, 2002
33
0
0
Texas
ChainsawMonkey said:
And for your 1st person weapon you could go up to 3000 if you really wanted, but you should aim for less than 2000 ideallyQUOTE]

well the models as they are now are perfect for 3rd person pickup. however, i am wondering if making the SAME model out of 2000 polys will really look that much better when in 1st person? first of all, anywhere from 75-100% of each model will be seen from 1st person view. this means i cannot delete "hidden" polys on the mesh to add polys somewhere else. this is b/c the weapons will be swung in full view, unlike normal "guns" that dont move. a basic sword/hammer/mace is just that....simple. i mean there isnt anything fancy or intricate on these models, so why triple their poly count to get the same look?

basically, i think the models will look good in 1st person view as they are (although i very well may be wrong). but with a good skin they should look good, right?

also here is a new pic of my crossbow... :D

HarvesterUT
 

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Last edited:

Romanov

New Member
May 8, 2003
86
0
0
UK
nice weapons :)
with the sword all Id do is pull the top edges in more so that the sharp part of the blade stands out more maybe do a raised edge in the middle of the blade as well most swords Ive seen have this .
 

JackReacher

[SAS Mod]
Oct 16, 2001
351
0
0
The Sanitarium
HarvesterUT said:
i mean there isnt anything fancy or intricate on these models, so why triple their poly count to get the same look?

There isnt at the moment no. But im sure if you were a bit creative you could add some more details. An embossed design on the blade, a shaped pommel, curved hilt, etc etc You can allways find more ways to make it insteresting.

As for polycount it depends on the map your on aswell, if its not a very high detail map then you COULD take the first person weapon as high as 5000. 3000 is actually fine for normal maps, 4000 is definately pushing it though. However to garauntee it runs well on low spec PC's, id tend to try and stick to 2000, and if i need to go a bit over its no big deal, but normally i can get all the detail i need (you cant add extra detail to real life weapons as you can with swords etc) in under 2500.