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Tavor Tar 21 revisited **STARTED SKIN**UPDATE**
Posted: Fri May 13, 2005 2:35 am
by cooldude5990
I have to remake the gun cause my hard drive crashed and i lost all my models
but heres a render

Posted: Fri May 13, 2005 3:52 am
by Waverunner
Thats pretty good polygon usage. How many are there? Nice model by the way, although it is simple.
Posted: Fri May 13, 2005 11:42 am
by cooldude5990
thx man
heres an update
its 1572 polys in that update
Posted: Fri May 13, 2005 11:55 am
by SnaFuBAR
wow man, that looks pretty good. already looking better than the previous one.
Posted: Fri May 13, 2005 12:29 pm
by Waverunner
That is an excellent model. Not too much crap on it, good use of polies, and the outcome looks great. Excellent job so far. Get a nice skin on there and it should look pretty nice.
Posted: Fri May 13, 2005 1:46 pm
by Katarn
about 60% of it is waste, you should definitely optimize that. It does look better than the original though.
Posted: Fri May 13, 2005 1:50 pm
by Waverunner
Katarn wrote:about 60% of it is waste, you should definitely optimize that. It does look better than the original though.
Yeah, I can see a couple that could be easily fixed, but overall it is not bad. You know how to optimize, right?
Posted: Fri May 13, 2005 2:46 pm
by Darkstorm995
looks like too many wasted poly's on the handle
Posted: Sat May 14, 2005 11:03 am
by crimson4245
and it might just be me, but it looks like theres alot of length segments on
the barrel.
Posted: Sat May 14, 2005 12:16 pm
by Gavel
I believe that all models should have alot of segments when it comes to bent clips. Such as this guns clip. It just looks dumb if you don't. Still a nice model though.
Posted: Sat May 14, 2005 4:42 pm
by Katarn
WRONG. To be completely accurate, it should have either 3 or 4, he actually has too many, and they are in the wrong spots. To get the most possible smoothness/curve for your segment, you need them evenly spaced.
Posted: Sun May 15, 2005 6:28 am
by Gavel
Well, I didn't mean that as 'I believe this is how people do it, or how it works' I meant taht is just my belief. What I believe in. I can't stand looking at something that's supposed to be curved, and you can see the corners on it. I also believe that anything that is supposed to be curved, should have alot of poly's put into it. Like the barrel. I usually go with 14, or 18 sides. Trigger guards, eh, no so much. But a smooth handle should have some really smooth looking poly's Any long flat surface, should be as low poly as possible.
Like I said, just my belief's.
Oh, and that anything small shouldn't be very detailed, considering how small it is. I never got past why people put so much effort into guns. Vehicles should have more details than guns in my opinion. Although my Cavalier model doesn't really support that. >_>
I just don't know what to add for detail on it!
Posted: Mon May 16, 2005 2:52 am
by cooldude5990
sorry for the long waited reply ive been so busy lately and havnt had a chance to work on it.
thanks for the positive replys and i think the clip is fine.. but thats just me. the poly count is
1643
here is the final render
im adding uvw maps for textures so just ignore those.

Posted: Mon May 16, 2005 3:06 am
by maca_ยง
I love your models cooldude!
The final copy looks great

Posted: Mon May 16, 2005 11:04 am
by cooldude5990
thanks maca
and heres an update

Posted: Mon May 16, 2005 12:59 pm
by Gavel
Not paticularly a fan of the colors... but looks pretty cool anyways.
Posted: Mon May 16, 2005 1:03 pm
by Sonictag
Lol, the colours will be changed, that just happens after you export the UVW's with texporter =D.
Posted: Mon May 16, 2005 3:58 pm
by Katarn
duh, colored uv's. Anyways, the maps don't look so good

Posted: Mon May 16, 2005 11:10 pm
by rossmum
Wow. Crazy. My first model (an SMG) is nowhere near as detailed or smooth yet has 952 polys... still working on it too.
Posted: Wed May 18, 2005 4:30 pm
by cooldude5990
thanks guys and i think they look ok not the best maps cuase they are the first ones i did that didnt use the detach method
heres part of the skin started
