Weapon Models or objects |
by James007
on 09/16/2007 17:07, 28 messages, last message: 09/22/2007 06:49, 5295 views, last view: 12/09/2021 04:21 |
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If any one here doing a Sauerbraten project I could make weapon models and maybe even objects. i cant texture(really bad at that),havnt learned to animate, or code, but maybe my models could be useful? i can make high poly or low poly models, and give you them in a few formats so you can get one of them into a .MD2 format or whatever Sauerbraten uses.
Here's my latest model for an example of what i can do.
Pistol model, 504 polygons- 644 vertices- some uncounted time
http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=2.jpg
http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=1.jpg
http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=newren5.jpg
http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=newren4.jpg
504 polygons really isnt as much as some of you people think is. Well maybe for the sauerbraten engine, i have no idea. At the moment i am working on an AK47 model, its coming along nice i guess(but no where near done).
so any request, suggestions, or comments?
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#20: .... |
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by Jake77777
on 09/21/2007 01:30
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I like the AK but i agree with SheeEttin that the magazine is curved differently then the real thing. I know a way to reduce the polycount. If you look at the existing models for sauer, the sides of the weapon you cant ever see are not there, to reduce the count. You could do that and, if you want to, add more detail to your model.
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#21: .. |
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by James007
on 09/21/2007 02:30
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Yeah, i agree about the AK mag(and the pistol trigger). It is a bit oddly shaped. The pistol's handle isn't that thick, but i could make it slimmer to be more realistic looking.
o and jake that is a good point, I could chop off the whole back of the AK if it were in a game(you wouldn't really see it unless there was iron sight aiming). But to just show it off, I'll leave it as a whole ;). I would give it out for someone to use in a project though, They could modify it to how ever they want.
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#22: Re: .... |
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by tentus_
on 09/21/2007 02:35, refers to #20
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To Jake:
Doing that invalidates it from becomigna vwep or used as a normal model in the environment. It's a great trick, but it means the model is then usable for only one specific thing. Also, doesn't Sauer have fairly efficient backface culling now, or am I remembering wrong?
To James:
http://s96.photobucket.com/albums/l196/junkwarJAMES/new%20models%2007/?action=view¤t=AK3711.jpg
I noticed in the above screenshot that the barrel of the gun is merged with the body into a single mesh. I'm guessing that 0% of any of the polygons is not visible (or all of every triangle is visible, to word it another way)?
In game modeling, it is fine to have polygons partially obstructed, so long as you have space on the skin for the unseen triangle corner. This means the 8 polygons that make up the flat surface perpendicular to the barrel could be reduced to 4 polygons, give or take. It really doesn't matter that there's a spot that cannot be seen.
Similarly, where the octagonal bands go around the barrel... they're meshed with the barrel too, right? So there's actually 3 sets of octagonal cylinders making up the barrel, and then the bands themselves have 24 polygons in order to bulge. The barrel can be just one octagonal cylinder, and if you really want to get the best out of your polycount, you can make the bands have points rather than empty flat ends... so you would have 8 polygons and 16 triangles rather than 24 polygons.
If you need a graphical explanation I can cook one up, my wording is not so hot right now.
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#23: .. |
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by James007
on 09/21/2007 02:42
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yeah, the whole model is one mesh except for the clip and trigger.
thanks for the info, i will use it when i cut the polys down. Any info thats helpful is welcome tentus.
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#24: .. |
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by geartrooper^2
on 09/21/2007 02:47
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There is a workaround. After skinning, texturing and animating, duplicate the mesh and set the dupe aside for vweps. Then strip the original to only show viewport faces. Voila. Hud and vwep.
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#25: ... |
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by Jake77777
on 09/22/2007 04:38
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I know, but the vwep mesh could be different than the hudgun mesh. Even make the vwep mesh less detailed then the hudgun mesh.
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#26: Re: ... |
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by SheeEttin
on 09/22/2007 04:46, refers to #25
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Right, the vweps should be much less detailed, because there'll be several on-screen at once, and they're not big enough (nor stay in one place long enough) to really get a good look at them.
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#27: Two models, vwep and hudgun |
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by tentus_
on 09/22/2007 05:57
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Would it save performance to have additional texture maps (normal etc) for the hudgun but not the vweps? Would it make sense for vweps to have a lower skin resolution than the hudgun, or is the difference negligible?
It would certainly make sense to have two different models. If having different skins wouldn't save much performance, it could be done with relatively little increase in file space, by means of the model hierarchy system.
This is somewhat unrelated, but couldn't vwep occulling be done more loosely to save performance as well? If we're talking about models over 1000 tris, it could save a lot of performance to have vweps only appear at a relatively close range (maybe have a general "mystery gun" model that is hard to make out noticable features from a distance.)
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#28: .. |
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by Acord
on 09/22/2007 06:49
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The textures are usually what eat the performance unless the polys are SUPER high, since an extra 1000 polys spread across 16 players makes little impact on a card that pushes millions.
Textures on the other hand would have to be loaded twice, and they'd take up more video card ram.
Mind you, I could be totally wrong.
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