[Weapon] UKM-2000P [WIP](PL)

simeon5541
Posts: 507
Joined: 2011-01-11 22:33
Location: Serbia

Re: [Weapon] UKM-2000P

Post by simeon5541 »

Great job so far,really great.
You guys are not joking at all,
just keep up with this tempo and quality !
MTOOO
Posts: 26
Joined: 2012-06-22 16:05

Re: [Weapon] UKM-2000P

Post by MTOOO »

How many triangles can be up to this rifle?
Rhino
Retired PR Developer
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Re: [Weapon] UKM-2000P

Post by Rhino »

For a first person model you really should aim for around 6k to 8k tris, although you can go up to 10k but I really wouldn't unless you need to.

3rd person should be around 2k tris.
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foxtwofive
Posts: 946
Joined: 2009-09-26 12:14

Re: [Weapon] UKM-2000P

Post by foxtwofive »

That looks awesome! Keep it up man! :)
Playing PR Since 0.4
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MTOOO
Posts: 26
Joined: 2012-06-22 16:05

Re: [Weapon] UKM-2000P

Post by MTOOO »

Model will have about 10,500 triangles. It may be enough? Otherwise I would have to redesign many of the key elements of weapons which negatively affected the overall shape.
Chuc
Retired PR Developer
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Re: [Weapon] UKM-2000P

Post by Chuc »

If you do have to reallocate tris, put them into the rear of the weapon and the sights where it will be seen by the player the most.
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MTOOO
Posts: 26
Joined: 2012-06-22 16:05

Re: [Weapon] UKM-2000P

Post by MTOOO »

I know. Most of the pieces were fired in a normal map. The question is about 10.5k tris is accepted as the rifle?
Hauteclocque
Retired PR Developer
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Re: [Weapon] UKM-2000P

Post by Hauteclocque »

No, it should be around 8k tris at max. :wink:

Does your tricount include the scope ?
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: [Weapon] UKM-2000P

Post by Arnoldio »

Very nice! I can see quite some differences between this and PKM for sure.
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Tim270
PR:BF2 Developer
Posts: 5165
Joined: 2009-02-28 20:05

Re: [Weapon] UKM-2000P

Post by Tim270 »

Absolutely solid work so far mate.

To cut some tris, I would get rid of the spring inside and just texture it on as its only going to be seen briefly in reloads. Also on the ammo box, the rings on the side facing away from the player can be got rid off as you wont see them. Some other small bits you could optimize but imo its looking fine so far.

10k with the scope is fine imo.

Just make sure you follow this for the 3p, this essential for good performance.
https://www.realitymod.com/forum/f189-m ... apons.html
Last edited by Tim270 on 2012-08-24 19:08, edited 1 time in total.
MTOOO
Posts: 26
Joined: 2012-06-22 16:05

Re: [Weapon] UKM-2000P

Post by MTOOO »

6723 tris

Code: Select all

UKM-2000P Close
http://p3d.in/IpOaB

UKM-2000P Open
http://p3d.in/T2NPk
ImageImage
ImageImage
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Weapon] UKM-2000P

Post by lucky.BOY »

Looks ace :)
Rhino
Retired PR Developer
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Re: [Weapon] UKM-2000P

Post by Rhino »

MTOOO wrote:I know. Most of the pieces were fired in a normal map. The question is about 10.5k tris is accepted as the rifle?
Its not ideal but its passable ye.

Also with your bullets, you will need to replace them with our ones that match the shell ejections :)
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ddeo
Retired PR Developer
Posts: 790
Joined: 2012-04-26 08:16

Re: [Weapon] UKM-2000P

Post by ddeo »

Hi, I've updated MTO's UKM-2000P, this is our new version: p3d.in - UKM-2000
9733 tris. It's the model without scope and rail, rail is WIP.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Weapon] UKM-2000P

Post by lucky.BOY »

Looks great!

Bolts on the right side have flipped normals, just check it out with backface occlusion and you'll see :)

You might want to try and bake the spring into a flat plane, see how that looks, would spare quite a few tris.
Also:
[R-DEV]Rhino wrote:Also with your bullets, you will need to replace them with our ones that match the shell ejections :)
becuase the bullets you use seem rather unoptimized on their tips.

Also you have some unvisible polygons, on the back of the barrel, on the string and on some cylinders (they are all inside the model).
ddeo
Retired PR Developer
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Re: [Weapon] UKM-2000P

Post by ddeo »

Thanks lucky. I was hoping that you will fine some errors in the model. Nowadays I'm a little too tired to find out all issues, especially when I work not on my models. :)

I'll fix the flipped faces, I see it and I was expecting that it will be flipped (but I forgot to fix it before uploading). I think I will leave spring the way it is. As for bullets, I have to wait for 1.0 release.

Where you noticed the unvisible polygons, I see the one at the back of the barrel, but where are the others? :)
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Weapon] UKM-2000P

Post by lucky.BOY »

I will post with pictures in a day or two. Are you sure you cant get them bullets from the team now?
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