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Cannon Model (Forums : 3D Modeling & Animating : Cannon Model) Locked
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Aug 3 2009 Anchor

I've been making alot of models lately, anyways here's a cannon:
Cannon<!--Session data-->

Orion
Orion The Chosen One
Aug 3 2009 Anchor

Nice Model... But you could have posted all your weapons on One Thread instead of posting one for each weapon! ;)

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Aug 3 2009 Anchor

you know i didnt think of that llol, thanks for that advice<!--Session data-->

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Handgun_Hero
Handgun_Hero Vietnam | Glory Obscured Beta Tester
Aug 3 2009 Anchor

It's ok but could you perhaps make the wheel more rounded?

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Aug 3 2009 Anchor

yeah, i made the cylinder with 8 vertex's so it woould reduce the polycount<!--Session data-->

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Cryrid
Cryrid 3D Artist
Aug 3 2009 Anchor

It's actually a torus, and it has 32 vertices (64 triangles) :P

Terminology aside, you might as well increase the number of subdivisions to make it more round. Don't worry about triangle optimization too much as there are many factors to take into consideration and it isn't too much of a big deal these days; the only reason a wheel should be that polygonal now is if style dictates, or if the asset is being used for a ds/psp/n64.

I'd also recommend taking the time to play around with Mental Ray if you are going to be using it as a renderer. The default scene ambience, infinite light, and black background are not really ideal for showing off a finished model as it actually ends up hiding some of the detail (towards the back of the cannon for example). Adding multiple lights will make sure that faces don't blend into eachother like so.

Edited by: Cryrid

Aug 3 2009 Anchor

alright<!--Session data-->

Edited by: andy1318

Aug 3 2009 Anchor

if polycount is a concern, reduce the poly's on the rounded spokes & barrel. i can't tell how many polys it is anyway, but the spokes look rounded.

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Aug 3 2009 Anchor

Yes, the cannon is great but like everyone else said, just make the wheel a bit more round. :)

Aug 4 2009 Anchor

Yeah thanks for all the advice guys<!--Session data-->

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