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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
Image

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
Image

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.

Image

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

Posted: Mon May 16, 2005 11:04 am
by cooldude5990
thanks maca :D

and heres an update
Image

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
Image