w.i.p sniper rifle for my game

well here is the w.i.p with baked ambien

Please use the thread you’ve already opened, rather than starting a new one. Thanks.

poly count looks very high a wire would be nice, if you can bake ao try baking some normals will increase performance in unity, remember down is green in unity tho.

yes I will post a wire frame one second its not that high poly,

Oh I might as well post a picture of the terrain too
you start in a hiddin base in a valley

Blender is everywhere =D

Cos it’s free, so us people with minimal budgets have a quality tool for nothing. Perfect.

Because* and because people that prefer a more light weight program that works the same,as you see drunken lizard games uses blender and they are very professional game makers.

I’m working with Blender for five years now, it’s an amazing tool :slight_smile: I’m really happy to see it’s making it possible for all of us to make our dreams come true.
leoarmstead, how did you’ve done the uv mapping? I’ve found blender uv tools perfect to organic shapes, but I’ve aways got hard times doing uv to hard surfaces.

Im happy to have know someone works with blender, and my friend takes my models de-polys them and uv unwraps for me add me on skype ill be happy to send you his contact info leonardarmstead

thanks =)

Muhahaha time to rant abit… In a good way :slight_smile:

On the wire it looks ok but in reality you cant see the tris and without them you cant get an accurate poly count, though experience tells me that there are alot of very thin tris especaily around the grip that could lead to some funny smoothing groups later on down the road.

Theres a few things to think about when making a gun for an fps, firstly how much of the gun will be seen, what parts will be on show all the time, whats the reload animation going to be like, will the player ever see the muzzel, is there going to be a first and third person version of the weapon and so on.

To optimise the model without sacraficing to much detail try lowering areas that wont be seen to much in detail such as the but plate the front of the scope and the muzzel, even if the rifle has a melee animation that would expose these areas it will be to fast for anyone to pick fault with the model.

Secoundly the silencer, barrel, stock tube and so on can be optimised about half way down, that way you get the above curve for the player to see and a much lower poly curve that the player wont or will rarly see.

The magazine should have more detail on it, there not just boxs with bullets in them! They are complex and elegant boxs with bullets in them :slight_smile: take some reference images from M16/AR15 type mags for this rifle, the internals on a mag when reloading can make or break the realism of a game, a bad mag can almost instantly break the players emersion into the game.

Remember every poly saved is another bit of grass or an ammo create ect that can populate your game giving better realisum better gameplay better emersion and overall a more interesting and better game.

Hope that helps mate heres a pic of some of the areas to add/remove polys to help maximise the potential of this little rifle.

“W.I.P” = not done :slight_smile: yhanks though

wip texture

I know this thread is old, but You should’ve gave me credit for the terrain sculpt.

0_0 you’re late on this one

Very, I know. But come on, I wanted to do it earlier, but never got to it 0_0