Too Many Poly's For Pistol

Topics relating to Modeling with Reality Factory.
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SithMaster
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Too Many Poly's For Pistol

Post by SithMaster »

Image

Its currently untextured and im wondering if the top rear of the gun is too detailed. Anyone have some input?
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AndyCR
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Post by AndyCR »

what will it be used for? for third person or on-ground weapon, its perfectly fine, just detailed enough. for first-person, you could cram in more detail than that if you wanted.
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SithMaster
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Post by SithMaster »

i was going to use it for on the ground and for first person for now.

i was considering eventually making a much higher poly version and using that to make higher res textures to use on this one.
The brightest light casts the darkest shadow.
Burn the heretic. Kill the mutant. Purge the unclean.
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Kamazy
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Post by Kamazy »

Like andyCr sayd this is a perfect world(on the ground) model.
For first person a higherpoly model would be better.
Don't forget to make a clip, slide and those other things that move.
Anyway this is a good base model to work from.
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ZenBudha
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Post by ZenBudha »

I'd say too high poly for a non-1st person model.

Now I mean it's far from overkill but could be less.

For example you could track the shape with splines, and then extrude. Squeeze the trigger guard/trigger part down, and texture.

All in all so long as you don't have any hidden poly's it won't save you a ton but some.
Fear not the textures for the almighty stylus is with thee - Book of Zen
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SithMaster
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Post by SithMaster »

What is this non first person you speak of? :wink:

There are no hidden polys so all i really need to do is texture but i still need to learn how. Now i know how to get the uv map and open it in photoshop but heres the tricky part...i dont know how to use photoshop.
The brightest light casts the darkest shadow.
Burn the heretic. Kill the mutant. Purge the unclean.
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