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What do you guys think of these models?

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http://www.radioactive-software.com/agent51/agentguns1.jpg Hey guys I''m lookin for some feedback on some gun models I just made for my newest game. They''re under 700 polys each...I''m a programmer before an artist, so I''m pretty proud of these...thanks for any feedback. Dan (www.radioactive-software.com)

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they look really good, but it would be nice to have a more perspective look at them

George D. Filiotis

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Yea, the thing is those are the models I'm going to use for the first person view and I removed all of the unecessary triangles, and that is the only angle I could really use so that the missing triangles wouldn't be seen...here's a picture with more of a perspective on it http://www.radioactive-software.com/agent51/ak_top.jpg

Oh yea there's no lighting, or materials used in any of those pics...all of the lighting effects seen are in the texture.

[edited by - dan0922 on November 8, 2003 8:59:40 AM]

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I take it you''ve pasted photographic textures onto your models. What looks absolutely fantastic in a static image will look cheesy in motion, in different lighting situations.

So, your picture looks pretty good.

I''m going to guess that the guns in animation and action will look like a videogame with photos glued onto low poly gun models.

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Actually a lot of games use photo-textures to great effect, like Max Payne 2, and RS3: Raven Shield....plus some of the best 3rd party gun models that I've seen for games like counter-strike, and many other first person shooters are the ones that make use of photo-textures...just browse around a site that offers add-on guns for counter-strike, you'll see what I mean. I saw one of an M16A2 that looked absolutly amazing in 'action'...but you're right the static highlights on the M16, and AK47 will look cheesy, thanks for pointing that out...but if you look at the other gun models there is no lighting whatsoever in them and they will look fine. Besides...that Colt 45 model I made looks just as good as any one I've seen in a real time game, regardless of the method of texturing....

[edited by - dan0922 on November 8, 2003 3:00:10 PM]

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I do not want to sound like some gun expert, but you are missing some parts at least on the AK. I guess you used textures from photographs on the sides of the gun, and just stretched/copied blank parts to the top. If the gun is going to show in the 1st-person view, the lack of the receiver-cover-remover (no idea what it is called in english) button and proper sights will be clearly visible. If you are going for "photorealistic" texturing, and leave some parts blank, it might look a little dull and hollow. (As those parts are very much visible when holding the gun.) Otherwise they look good, imho. You might want to tone their colours a bit to balance out the different lighting conditions of the photos.

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Yup, I realized that (M16A2 is missing a trigger lol)...these guns are my first real trys at making quality gun models...it took me maybe 6 hours to do ALL of them because of the use of the photo-textures (it''s better than a case of programmers art on the textures eh?)...it just seemed like the easiest way to get it done, so I could focus on the part I really care about...the programming ....thanks for your feedback, keep it coming I''ll post some pictures of what they look like with the hand model applied, and with some lighting (3DMAX render) and you''ll see that the gun models look just as good in that situation as they do in the picture....

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Ok I have a newer picture, this one is closer up and angled...I really think they don't look that bad at all....

http://www.radioactive-software.com/agent51/agentguns2.jpg

The handles aren't very detailed because the hand model will obviously be covering them up in-game....



[edited by - dan0922 on November 10, 2003 10:54:31 AM]

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They''re all about 500...I removed all the polys on the front and right side, because you''ll never see them in-game, with all the polys there its about 700 each.

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