Game Development Community

OT: Lunchbreak Modeling ;-)

by Sven "RaCooN" Knie · in Artist Corner · 08/06/2002 (4:23 am) · 5 replies

Yes the can slave me to code their thing 8 hours a day, but in the lunchbreak i'm free :D
(i know, i'm mad :p)

just want to show my little lunchbreak work

3xd.bloodcult.net/sven/Axt.jpg
Time: ca. 20 Min. (no texture, only Gmax Brushcolors)
Polys: 192
Software: Gmax

the model can export as .md3 and import in Milkshape to export as .dts
Also Gmax can export as .map, only a few scripts with Torque Features are missing ;)

#1
08/06/2002 (4:28 am)
Where you usin' all the polys? 192 isn't a ton, but still, that's a very simple model, I'm curious where they all went. Also, that 192 triangles, or there quads included there too? Maybe put up a wireframe, I'm curious how you built the mesh.

Minako
#2
08/06/2002 (6:44 am)
Maniko, i know there are some unused Polys. I'm Newbie, hehe no i just have a few errors in the model (will rework this)

3xd.bloodcult.net/sven/Wireframe.jpg
Errors are
Brush 1 => 94 Polys, it has 2 Elements to much
Brush 2 => 32 Polys, hmmm don't see any error
Brush 3 => 70 Polys, extruded Splines, extrude with 2 Elements
#3
08/06/2002 (7:01 am)
Hmm, odd, your poly counts for some parts seem very high. From what I can tell, brush 1 and two can be combined (just use texture to get the metal effet from brush 2) and you could do it I think in 38 polys (quads, obviously in tris this will double). Personally I use Lightwave BTW, not Gmax (just hate the whole Max interface with a true passion). Now, if this is all you're gonna do with this weapon, it's not a big deal having extra polys, the count is still quite low, well within any limits around, so the only reason to really care is just because you want to be anal about poly counts (nice ideal, I try, but tend to forget usually once IS tart adding cool stuff to the basic model for weapons I design), or because this is just a base and you intend to do more with this weapon. If you were, I'd suggest maybe cut out sections from the axe head and possible a spike opposeite the head, but that's just ideas, no clue what your concept is at all. If you want more help or anything like that, feel free to ask, I'll be glad to help.

Minako
#5
08/12/2002 (10:03 am)
It's not really that over the top. I've had melee weapons I've worked on go quite a bit higher. Once you start to add detail the poly count can add up a lot. I've found that guns especially can suddenly just eat polys by the hundreds and you can't quite see where they went, and then cutting them out is difficult. Our project here at the moment is at the phase where we're modeling weapons, so I've done a lot of it latelly.

Minako
#4
08/12/2002 (12:48 pm)
Sorry, for the long time till the reply.

I get the poly of the axe done to 141 Polygone, that's enough for me ;)

The Axe is a final product and no base model, so i think 141 Polygone is quit good.

here a new PiC from the Axe
3xd.bloodcult.net/sven/Axt141.jpg
And after that, a pic of a new model.
A Knightsword about 14 Century
Software = Gmax
Polys = 230 (i know, really detaily for a lowpoly model ;) hehe)

3xd.bloodcult.net/sven/Ritterschwert14jhrd.jpg
This models aren't for any project, they are only for my training.