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DSOS Revolver
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rgcotl Online
rgcotl

looks quite nice
i just think metal texture seems are abit to light
about the triangles
i am not familiar with halflife2 engine, but isnt 3496 triangles for a single weapon a bit to much?

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Omar007
Omar007

I'm not a professional either but as far as I know, newer engines/games often use atleast 5k to about 10k for first-person weapons and around 3k for 3rd person.

Considering this engine is a bit older and it is a revolver, I'd say 3.5k is very reasonable but as I said before, I'm everything but a professional with 3D related stuff :P

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MHstudios Author
MHstudios

I'm haven't really made very many things for SDK but I know that it should be able to handle 5-10k tris on now day hardware just fine.

I know for a revolver it is a bit high but I was thinking why not spend a few tris and make it better as long as it doesn't go over like 5k, you know just because it's small doesn't mean it can't have more detail. because if I were to make a assault rifle, it would probably be around 7-9k.

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Omar007
Omar007

woops ment to reply; done
/comments need delete option

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fdslk
fdslk

It's a good polycount, let me just remind you one thing dude: Source Engine goes full retard if you push it way around 10k polys, nowadays, 10k is nothing to be fair.

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MHstudios Author
MHstudios

Thanks I will keep that in mind.

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Acidic.
Acidic.

Learn to bake models bro, all your problems about details will be over. Not as in flour and eggs, but as in modelling both a high poly and a low poly model. Then you render to texture for the lowpoly, getting a normal which shows all details which in any other case would take large amounts of tris. Other than that, the metal seems a bit too bright and cloudy.

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Description

Made this for "The Dark Side of Space" check it out here Moddb.com

Tricount 3,496

Tried out something new for baking the normals, round edges on the "arch and design" material for mental ray.

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