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Too Many Poly's For Pistol

Posted: Sun Apr 16, 2006 1:13 am
by SithMaster
Image

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

Posted: Sun Apr 16, 2006 1:28 am
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.

Posted: Sun Apr 16, 2006 1:49 am
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.

Posted: Sun Apr 16, 2006 2:19 pm
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.

Posted: Mon Apr 17, 2006 11:24 am
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.

Posted: Mon Apr 17, 2006 1:26 pm
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.