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View Full Version : [WIP] Auto-Mag.


Quin
02-01-2008, 02:32 AM
Well there was A thread for a better pistol which made me think that the magnum ammo is not used for any other weapon...I decided to make another weapon to use it...The Auto-Mag

Reference Pic:
http://world.guns.ru/handguns/automag180-1.jpg

Work So Far:
http://i165.photobucket.com/albums/u51/chunkymunky000/AutoMag4.jpg

Update: (I'm Sleepy, I'll Do More Tomorrow)
http://i165.photobucket.com/albums/u51/chunkymunky000/AutoMag5.jpg

Expect it to be finished soon...

QUIN.

Hastings
02-01-2008, 07:24 AM
I notice that your skills are increasing with every model, keep at it :)

KilroyNZ
02-01-2008, 10:51 AM
Yes, very good. Here is a good site to use as reference for your models: http://www.pixagogo.com/DeicideNBF
But it doesn't have the AutoMag I don't think...

Quin
02-01-2008, 01:48 PM
Thanks guys...I was doing that while watching "Along Came Polly" :)...I'll be updating today when I get the chance...

Quin
02-01-2008, 03:11 PM
Just wondering..What would be a high poly-count?

LunchBox
02-03-2008, 05:45 AM
you'll know, just make a sphere if it is rigid it has a low poly count - for a high poly count it needs to be smooth.

Quin
02-03-2008, 07:02 PM
I'm talking about lag wise...Will high poly models lag? What is a "high" number example?

SlaktarPizza
02-03-2008, 11:46 PM
The higher polycount, the more to render (to draw something to the screen). That's why when someone is making models, they strive to use minimal amounts of polygons, but of course you don't have to be that picky yet, it'll come with experience. Just keep on modelling. :)

Of course high polycount won't lag, but it may reduce the fps if you use many polygons, the more polys, the more to render.
After all lag is a term used for the delay between client and server, not low amounts of fps.

You're doing a good job. As the others have said, you're improving for every model that you draw. :)

Quin
02-04-2008, 01:41 AM
Thanks for that...I was worried that it was around 1800 area and it was too much...

Coldmetal
02-04-2008, 02:39 AM
Basically when the model is complete, try looking at areas where you think you could shave a few triangles off/ lower your poly count, and if you can't without screwing up the model than you've done what you could. Basically you'll learn to keep the polycount number lower as you learn new techniques and model more. Try looking up modelling techniques, I'm sure they're around somewhere. interlopers.net is a good start.

Quin
02-12-2008, 08:59 PM
Update(Bout Time ):
http://i165.photobucket.com/albums/u51/chunkymunky000/AutoMag5.jpg

KilroyNZ
02-12-2008, 11:11 PM
Hey yeah, your usually super fast with your models ;-)

But yeah, good to see some progress, can't wait to use it :-D

Quin
02-13-2008, 12:19 AM
Yer I'm starting a TAFE course and school stuff is about to kick me in the balls...so...It sucks...

BTW My Tafe course is Compter Multimedia...As in animation and stuff:)