Shooting Range

Hello everyone.

Long time since I’ve done anything constructive, at least hobby wise, and my other project doesn’t interest me at the moment so I decided I would try and create some really intense first person shooting inside Unity. Similar to Bad Company 2, Modern Warfare 2 and Interstellar Marines.

Interstellar Marines is my benchmark because I’m not to fond of either BC2 or MW2, but I’m aiming even higher than that. Without having to worry about enemies, AI etc. etc. I can pump every available drawcall into the shooting itself. :slight_smile:

Of course to shoot you need a gun so I’ve decided to start making one. There’s still a lot of work left, but here’s where I’m at:

The gun:

I’ve also started modeling a few accessories including an eotech sight and a 3x magnifier for use with the sight:

The sight:

The magnifier

They will sit on the gun sort of like this.

The setup:

The x-factor in this is that I’ve never animated anything before and I will need to create some solid animations for this to look good. Luckily in 3d you can keep adjusting to infinity when you’re not on a deadline so I’m confident I will get something usable in the end. :slight_smile:

There’s still a lot of work left on the models and I need to make and rig a pair of hands as well.

See you in the next update.

I will make a Unity project and post a webplayer when I have something to show.

nice rifle, looking really pro! :smile:

Hi TwiiK,

Nice models if you want to do cgi animations
but for ingame it’s just not optimized you got a lot of poly’s you don’t need simply because you wont see the difference when you skip them for example the sight you waste a lot of poly’s on the screws you attached on it you can simply do that with a texture on a round model of 8tris max

but anyway nice model but only if you want to use it for cgi

It is most likely the detail mesh he is making to produce the texture that will make it look like that anyway. It may also be the weapon that is only visible in the hands of the first person camera.
Looks good Twiik!

Thanks for the replies.

@stefmen, what is it not optimized for? My project? Did you read what I wrote? Did you perhaps know that a single car in Gran Tourismo 5 can be as high as 200 000 polygons? My gun currently is only 7000. Simple logic tells me I can safely add a lot more detail to my gun before I need to worry.

Firstly, I haven’t decided if I’m going to do normal maps or not. If I do the gun could end up in the 10-20 million poly range before I’m finished. Also, you have no idea what I will let the player do with these models. What if I will let him scrutinize even the smallest detail? I will optimize where the need presents itself.

Secondly, just to tell you once more. I will have 1 gun in the scene, a couple of accessories and probably some targets. I don’t need to make my guns simple because there won’t be 10 builds, 15 players, and 1000 other things on screen at the same time like in a normal game. And I’m making this to look amazing on a high end computer, not to be playable on an iPhone or a 5 year old computer.

Thirdly, the screws on the sight is probably the one thing I am going to make -more- detailed. If you’ve played a first person shooter you’d know that is the one detail that is straight in your face and deserves the attention. With just textures it would look flat.

Fourthly (if there even is such a thing), I am just blocking in the shape now. Obviously I’m not worried about optimizing and I won’t be until things start running slow, and I’m confident the complexity of the model won’t matter at all with the effects I plan to make later on.

Fiftly (now this is a stretch, I know), these models are nowhere near the quality needed for current day cgi animations.

Thanks for the input. :wink:

This is fantastic work, and I’m sure the finished product will be just as incredible :slight_smile:
…and yes, fifthly is a word :wink:

Looking forward to this, nice work.

Well, the way you build models for games is that you start with the highPoly and once all that’s finished you create the loPoly gameMesh, UV it and bake it all down.

Keeping things ‘optimized’ at this point doesn’t even make any sense, so don’t worry.

If all you want to accomplish is to create a shooting range with good mechanics (which could be a nice prefab thing), then fuck, go ahead and keep everything high poly. Our current Warsoup build works that way, we’re testing models as highPoly assets in the game (works just fine, we have scenes with over 2mio polys and 90+ fps performance on higher end machines) and only once we’re happy with what we see, we’ll go ahead and create the game models to optimize everything. Remember though that Unity has a 65.000 vertices limit on single meshes (which is a little stupid, but anyway).

This. Probably one of the best tips around. Your game can only have a scope(not a rifle scope, a project scope) which is so and so wide. Thus its imperative that you focus the most of your work where it pays off. For a shooter game, the gun thats constantly in your face, is probably hogging most of the user’s attention, and therefore you would be well off by spending alot of the available computation on exactly that :slight_smile:

This is awesome. Even the most simple things like the enemies falling down are perfect.