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Shotgun shells.

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  • MadGypsy
    replied


    for shitz and giggles I threw together a quick shell so you could get an idea of where your poly count should be.

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  • MadGypsy
    replied
    I hope this gets finished
    I was under the impression that this is "finished". It's hi-res as a mother slapper too.

    for a big model so much sides is ok
    nah...well maybe if you worked for pixar or something

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  • Lava Grunt
    replied
    I hope this gets finished, it would be a great replacement for the HD shell casings we already have as these fit better with the shell boxes.

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  • MadGypsy
    replied
    LOL! I never DL'ed the file. I didn't realize it was 6000 polys. That's insane . That's only like 11900% more polys than you need...

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  • talisa
    replied
    just for fun looked at your model in blender.
    allow me give you some constructive criticism and tips to be able to make future models better

    -you sure gave it a ton of sides for such a small model.
    for such a small model 8 to max 12sides will be more then enough since its a small model and will always be small on-screen.
    for a big model so much sides is ok, but for something as small as a shell its overkill

    i made a quick re-make of your shell but with just 12 sides, and zoomed the view out till how big a player will actually see the model in any game or such

    they look exactly the same to the player, but my version is just 200polys versus the nearly 6000 polys your version is

    your shell has more polys then this super-fancy necklace with completely modelled chain that i made not long ago


    .

    -your UV-mapping couldve been better
    the bottom of the shell shoulde had the outer loop of edges marked as a seam so the bottom wouldve been its own island, like this:



    -you shouldve made the red outside part be its own island, and the red inside be its own island, instead of making top-half of inside outside one island, and same for the bottom.
    doing it the way you did is why the islands look so strange and it causes a lot of weird stretching.
    a better way to unwrap those parts is to unwrap while red outside as one island, and the whole red inside as one island
    mark these edges at the end as seam, and unmark one line at the sides.

    if you do this blender will unwrap those parts both as octagonal islands which wont have stretching and will be easy to texture

    .

    -the side of the gold end of the shell shouldve also had one line along the length marked as a seam just like the red part.

    then blender wouldve unwrapped this part as an octagonal island as well

    .


    -the inside doesnt need to be completely modelled like you did.
    its a waste of polys to go and add such detail on the inside of an object as the player will rarely even be able to have a look inside.

    also, shells dont have this one the inside, the bottom of the inside is just a flat cylindrical plane which is also red.
    try removing the gold part on inside, and just add a single flat cylinder at the end of the red part, which you also make red.

    .

    -and lastly, one tip of something i do often for items which have an inside.
    if you need to add the feeling of depth while not wasting polys: try making the texture of the inside fade to pitch-black near the end

    this is a great way to add fake depth to an item which has an inside while saving on polys. ive done this myself numerous times on models.
    it looks cool and gives the player the idea they can look inside the item while in reality there's nothing on the inside.
    i just did this very recently for the boots i made:

    see how it gives the idea of depth while there is actually nothing on the inside of the boot, except for a single loop and then a flat cylinder?


    hope my tips help you to be able to make better models and be able to UV-map models better


    .


    EDIT: ive unwrapped my low-poly version and will give it to you so you can look at it and see what i did different
    https://anonfiles.com/file/ac960ed6e...f9892ddb8e8b9c

    as a bonus ive also included a texture called UV_checker which really comes in handy to check
    if how you UV-mapped a model doesnt give any texture-stretching and if the aspect of your islands is good.
    if the squares dont look straight on your model, you should re-think how to UV-map your model so they will
    Last edited by talisa; 02-11-2014, 05:30 PM.

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  • Shambler234
    replied
    Yes i have, and i really didn't have any idea on the UV.

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  • MadGypsy
    replied
    Did you make that? It's pretty nutty on the UV map but the model looks OK.

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