Are you a 3D artist? Are you looking for some inspiration? Do you just want to collaborate or know who your fellow ModDB artists are? Doesn't matter what application you use or how you do it... if you're a modeller, animator, skinner or looking at getting started with 3D, then this is the group for you!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
DSOS Revolver
embed
share
view previous next
 
Post comment Comments
rgcotl
rgcotl Apr 17 2013, 2:12pm says:

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?

+2 votes     reply to comment
Omar007
Omar007 Apr 17 2013, 2:33pm replied: Online

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

+2 votes     reply to comment
MHstudios
MHstudios Apr 17 2013, 2:47pm replied:

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.

+1 vote     reply to comment
Omar007
Omar007 Apr 17 2013, 2:31pm says: Online

woops ment to reply; done
/comments need delete option

+2 votes     reply to comment
fdslk
fdslk Apr 20 2013, 8:19am says:

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.

+1 vote     reply to comment
MHstudios
MHstudios Apr 20 2013, 2:08pm replied:

Thanks I will keep that in mind.

+1 vote     reply to comment
Acidic.
Acidic. Aug 7 2013, 6:19pm says:

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.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

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.

Image Details
Type
Entertainment
Date
Apr 17th, 2013
Size
1920×1200
Options
URL
Embed (big)
Embed
Share
Report Abuse
Report media
Add Media
Members only