Just A Quick Question,..
Cyborgguineapig
Join Date: 2002-11-01 Member: 3233Members
Sorry if its already been asked...
What is the ideal poly range for a HL engine gun model? What is the max range NS could handle without performance loss? For example, how many poly's is the LMG made from so I can use that number as a base? So far my model is around 950 triangles (not including the clip). Is this too much? I don't know.
Thanks
BTW, I think the whole modelling for HL process looks difficult looking at the sticky thread in the modelling forum. Is it simpler than I think? I pretty much make a model for first person and a model for third person only a hell alot less polygons and then I'm thinking of letting someone else finisht he work for me since the process looks very time consuming through SDK.
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
What is the ideal poly range for a HL engine gun model? What is the max range NS could handle without performance loss? For example, how many poly's is the LMG made from so I can use that number as a base? So far my model is around 950 triangles (not including the clip). Is this too much? I don't know.
Thanks
BTW, I think the whole modelling for HL process looks difficult looking at the sticky thread in the modelling forum. Is it simpler than I think? I pretty much make a model for first person and a model for third person only a hell alot less polygons and then I'm thinking of letting someone else finisht he work for me since the process looks very time consuming through SDK.
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
The back window thing would be like a digital display or something but I dont know how that would work..Texturewise since I am diddly squat when it comes to texture mapping <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Can't wait 'till it's released.
you can push a Player model upwards of *thinks* 2,000 polies i think... i'm nor sure, just don't worry about polies, if it's too many, just classify it as a high poly model....
the modeling process is easy, getting it to look good is where it gets tricky...
skinning, animating, and publishing is where the process gets complicated beyond beleif...
Good Range: 800-1200
Nice: 1500
Excessive, unless it's a really nice model: 2000+
OMG: 3000+ (you can do this, but not normally. Milkshape will refuse to compile the model, it's involves some tricky .qc file editing. look at the Ultimate M4 model for cs)
I wanted to add something. Guessing by eye, your gun is way too high on the polys for half-life! That's for sure! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
oh ..firebat mentioned that already <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
oh ..firebat mentioned that already <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Nope, Don't know one thing about Warhammer besides that their little figurines or something. Anyway, I dont think now that I will make this for NS or any HL mod. Just too hard a process for my lazy and simple mind.