Progress So Far on 9MM For Swat Wanna Be Model Pack
by Scott Wilson · 03/09/2009 (6:15 am) · 10 comments
Sup all I've been working on the model for the 9MM Beretta for my Swat Model Wanna Be Pack that I hope to finish someday and thought I'd post my current progress.
In it's current state it weighs in at 938 triangles, which my be a little on the higher side for TGEA, but I think doable.
Anyways these screen shots show the model with only basic color textures that I applied inside blender just to give you more of an idea of what it'll look like later. They're just to show the shape of the model, not the final texture.


An idea of what it'll look like when firing:

If you've ever watched someone fire a beretta you'd note you don't even really see much but a flash of it kicking back then forward again and a shell popping out.
Edit to Add Pictures Of Lower Poly Version which at the moment has 584 Triangles:



Of course feedback is welcome.
In it's current state it weighs in at 938 triangles, which my be a little on the higher side for TGEA, but I think doable.
Anyways these screen shots show the model with only basic color textures that I applied inside blender just to give you more of an idea of what it'll look like later. They're just to show the shape of the model, not the final texture.


An idea of what it'll look like when firing:

If you've ever watched someone fire a beretta you'd note you don't even really see much but a flash of it kicking back then forward again and a shell popping out.
Edit to Add Pictures Of Lower Poly Version which at the moment has 584 Triangles:



Of course feedback is welcome.
About the author
Recent Blogs
• Welcome to my Headache: Raising Awareness and Answering Some Questions About Selling Content Packs• Finally Found My First Model's Identity, Swat Model For sale someday..hopefully
• Learning 3D Modeling, mostly polygon modeling, mostly with Blender 3D Part 3.
• A short trip through the progress of my first model, sorry no part 3 of tut. yet.
• Learning 3D Modeling, mostly polygon modeling, mostly with Blender 3D Part 2.
#2
03/09/2009 (5:59 pm)
Maybe I'll make a low poly version that won't have the top peice kick back for firing since it happens so fast you really can't see it anyhow.
#3
03/09/2009 (6:54 pm)
It depends at the highest level "what the First person cam will see" the poly count it not that high. For TGEA and most modern games the weapon models are commonly a bit higher than this actually. I have seed FPS weapons in modern games that are a couple thousand faces at their highest level.
#4
In the situation with high poly guns, they still make sure that no hidden polys are left in the model. No matter how you slice it, I think this needs to be cleaned up a little. It's a good thing you modeled all the stuff that isn't showing because it's easier to strip down a model than it is to try and guess what won't be shown.
03/09/2009 (7:26 pm)
If there's one thing people like in content packs, it's having choices. Offering a low poly and high poly version is a good idea. James is right though, some games have even higher poly weapons than this one, but those are for really detailed guns (like ones that have the exposed ammo clips or multiple barrels/scopes). For a simple 9mm, i don't think that's the case. In the situation with high poly guns, they still make sure that no hidden polys are left in the model. No matter how you slice it, I think this needs to be cleaned up a little. It's a good thing you modeled all the stuff that isn't showing because it's easier to strip down a model than it is to try and guess what won't be shown.
#5
03/09/2009 (9:10 pm)
Honestly besides combining some quads into tris. on the flat surfaces there aren't that many "hidden" ploys. I only modeled what needed to be for the fire animation.
#6
You actually want to make a High poly version to generate your textures from. This will give you the detail that you can place on a lower poly model, but have the model look almost like a real gun. Or at least that is what I would try and do. There is still a lot of detail to be added to that model as for the slide lock ect, that could be drawn in high poly for the texture, but reduced for the low poly gun,.
I would model the cycle action. As far as not seeing the cycle, most people close their eyes the split second a gun fires. In reality it is actually rather slow for a 9mm and you can see the action well. In fact watch the youtube video below of a 9mm firing in competition. You can see the action. If you are shooting and can't see the slide action, then you need more training:)
That front sight looks awful small. Do you have a shot running down the sights showing alignment?
Other than that, looks good, but not sure what your intended use is.
03/10/2009 (12:15 am)
@Scott,You actually want to make a High poly version to generate your textures from. This will give you the detail that you can place on a lower poly model, but have the model look almost like a real gun. Or at least that is what I would try and do. There is still a lot of detail to be added to that model as for the slide lock ect, that could be drawn in high poly for the texture, but reduced for the low poly gun,.
I would model the cycle action. As far as not seeing the cycle, most people close their eyes the split second a gun fires. In reality it is actually rather slow for a 9mm and you can see the action well. In fact watch the youtube video below of a 9mm firing in competition. You can see the action. If you are shooting and can't see the slide action, then you need more training:)
That front sight looks awful small. Do you have a shot running down the sights showing alignment?
Other than that, looks good, but not sure what your intended use is.
#7
I've tried to drop the polys a good bit. I was shooting for 500, but I've only got it down to 584 comfortably at the moment (not sure I can drop much more without losing detail I'd like to keep). I've also worked to make front sight look a touch better. Let me know what you think.
03/10/2009 (2:41 am)
I edited my blog to show my current lower poly version.I've tried to drop the polys a good bit. I was shooting for 500, but I've only got it down to 584 comfortably at the moment (not sure I can drop much more without losing detail I'd like to keep). I've also worked to make front sight look a touch better. Let me know what you think.
#8
I don't have a Beretta in front of me (thank goodness), but the sights look proportionate now.
03/10/2009 (4:25 am)
Much better:)I don't have a Beretta in front of me (thank goodness), but the sights look proportionate now.
#9
03/10/2009 (4:31 am)
Thanks Randy and all for your comments. And again thanks in advance for any further comments, if I come off a rough with any of my replies at times I'm sorry.
#10
You are welcome..Hopefully the info is helpful...
Rough??? Who hasn't had a few posts that are rough from time to time:) I wouldn't worry about it. Some of my posts after I read them sound rough and they are not intended to:)
Take care..
03/10/2009 (5:28 am)
@Scott,You are welcome..Hopefully the info is helpful...
Rough??? Who hasn't had a few posts that are rough from time to time:) I wouldn't worry about it. Some of my posts after I read them sound rough and they are not intended to:)
Take care..
Torque Owner Daniel Balmert
Your wire frame shows a lot of hidden geometry - you should probably get rid of that. Anything that will never be seen should be clipped out because the engine will still render it.
A lot of the detail you *MODELED* in could simply be *TEXTURED* in, which is what you ought to be doing for a game.
Sometimes, if you're working really tight in on your gun prop, it's hard to remember that it's average draw size will be <100pixels big to other players. Zoom out and render the gun at that size and tell me how much of the detail you can really see. Probably not that much, or if you can, it can be textured in "cheaper" than triangles.
If you're using this as a first person prop (I.E. the gun that shows on the players screen instead of just cross hairs), it still doesn't need that much detail - it won't be moving a whole lot, so you can really bake in a lot of that detail instead of modeling it.
Lowering the triangle count to <500 will make it a much more enticing product. I will say though, it looks like it is very well referenced and, from what I can tell, looks like a real gun. Now that you have a nice high res model, it's time to clean and trim it up so that it's as efficient as possible.
-Dan