Here is my Micro uzi model that will be available to you guys very soon for free .
Updated images
Textured 100%
POLY COUNT
POLY:1245
VERTS:927
It doesn’t look like it should be 2100 polygons to me…
it looks a lot less.
I think a texture would help it out though.
And wouldn’t this go in the “Assets” section of the forum anyways?
I’d say it was a good start, and a nicly defined shape.
It is looking very boxy, so id maybe spend some time chamfering the edges or whatever then go about reducing the poly count.
Well normaly it looks better render is bad i need to make texture that will bring some details
and asses and showcase is almost the same thing
The shape of the gun itself is ok and should look good enough as soon as you get a texture done. At least if you don’t use it for an FPS. BUT the verts count is ridiculous. You could have pretty much the same mesh with about the half of the verts. All circular detail stuff is way too high poly, and same goes for the trigger which basically just needs to be a texture. These lines on the side also don’t really have any purpose since you could easily do that via bump map or just flat texture.
When you model something keep in mind how big the details are you are adding are on screen in the game. Don’t waste geometry that will probably only be a pixel big on screen.
If you want to go for a FPS capable gun you should add more details, though I couldn’t recommend that since you’d pretty much have to start over again.
Or you get rid of some of the details and clean up the circular parts for a more 3rd person/ top down shooter game style model.
Also one last tip: Show us some wire screens when you want to get feedback for your models, makes critic a lot easier
cheers
Hate to do this but you have your polygons wasted in the front mate, most of the posts above enplane it pretty good so here is a pic of a mac11, its no micro uzi but it is a fully finished ingame model of something very similar to what your working on and would probably serve you as a good base to work from.
These guns were made for a game that had alot of customozation, and so has lots of separate solid parts and is one of 6 or so guns i have made like this, the mp5 is pretty spectacular but lost the diffuse map in back up lolz.
Gun Polys - 2600
Mags Polys - 368/368
Silencer Polys - 288
Wood Stock Polys - 420
Wire Stock Polys - 1128
Polys - 3692 Verts - 4246
Polys - 4096 Verts - 4516
Anywho little higherpoly than yours, but see were they are spent, all on parts that are highly visible to a FPS camera, the barrels and such use much less polys than urs even though they have details such as the thread for silencers on them. Also note the shape and feel of the whole model, getting the scale right makes a big difference with guns mate.
Anyway with the advice above and some careful study of the images above im sure you can get your micro uzi up to par mate.
Good luck and sorry again for the pic in your thread, they say pictures worth 1000s words right…
Thansk guys i managed to reduce the poly count simple by adding low poly tube
Polys-1.245
Verts-927
much better, grip needs work, the safty on a micro uzi is a pressure pad at the back of the pistol grip, so in pics it looks bigger than it is becuase it springs out, be sure to smooth that side out, also no need for the groves on the side they can be done with normals or texteture, or atleast with much less geometry, not every part has to connect either, floating geometry is a key part of lowpoly modeling mate. Try to have even poly detale through out, if you spend 700 on the groves on the side spend 7000 on the whole thing mate.
ok ill add that later than ill retexture it.
As i tell anyone interesting in making weapons (They are my fortay) get your hands on the real steal, or a BB gun version, just gptp ur local gun store/hobby store and ask to take a look see, if you can purchase it and take it home, study its operations and its scale, how wide is it to how tall, whats the deph of the reciever to the barrel ratio and so on.
With Guns start with the barrel its easiest, and normal you know the caliber such as above is 9mm para, meaning that barrels inner size will be 9mm in real life so you can basically get 1-1 accuracy from working from the barrel out.
Hope that helps mate.
The main way I can see of reducing the polys is with those two raised strips down the sides. Sticking them in a normal map would save loads of polygons! Alternatively, if you really, really want them to be part of the geometry, there’s no need for the underlying reciever’s edges to join up with it. Just run them straight past them as though they were two separate objects and you’ll save polys without any visible change in the model. If you do the same with the ironsights then that’s a few more saved still!
EDIT - Literally everything I said has been said before. Please disregard and pretend I haven’t just been a complete idiot.
haha yeah beat u to the punch there wolfie
I found one very good website that has some really good pictures they go in such detail that i just wanna kis them
Take a look: http://www.pixagogo.com/7745394172
I updated the images added textures.
woot thats some epic ref…
guns looking better, but honestly mate, even for free, you wont get to many dls here, there a picky bunch i got 68 downloads of what can be easily siad to be a fully in game ready normal mapped p226 with 4 different textures, probably cus i need to bump the thread but still that was free to. Goodluck with the next one mate.
It seems too boxy… You can achieve a nice smooth looking gun without exceeding 1.5k polys wich is decent for a AA-AAA game. Try fixing the edges, real guns dont have straight corners, it will hurt the user!
i know thats it too boxy but i cant get better corners if i use turbosmooth it will make my poly jump to 3000.If i use autosmooths it wont do anything,if i use smooth it will deform my model and make potato if it.
lol who said anything about turbo smooth, only the noob modelers would even touch that function in any 3d software, theres other functions that does this without barely touchin the amount of polys, i would advise you to read some tutorials…
im not even thinking of using turbosmooth.
look up some good tutorials man… learn to normal map and you will make a 1500k model that looks like a 15,000k model. Edge loops and floating geometry will get you the results you need