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Our forum is now up Click here to start discussing the mod . On the 12th of February 2050 the president; a fair and just leader - a figurehead for equality and human rights and the leader of the most powerful country in the world, got up that morning, left his wife and child and made his way to work. Once there, he proceeded to draft a memo detailing his resignation. In it he claimed to be tired of fighting for a worthless cause and wanted to devote his time bringing up his child. As far as anyone was concerned he went home that day and did just that. I remember that goodbye and I remember the man who left that day. My father was the greatest leader this country has ever had. The lowest crime rate in history, unemployment and homelessness a distant memory. Things had changed so much - most of us thought for the better. Sadly, there will always be those who leach off the suffering of others. The arms dealers, criminal gangs, drug lords and the 'upper class' with their polluting...

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Juns Rifle
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Wills
Wills Jul 12 2007, 3:16pm says:

Yeah definately drop the polycount down... 2k is best for average comps.

Awesome model by the way, but yeah way to high for Source.

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Natace25
Natace25 Jul 10 2007, 9:13am says:

Thats a 3rd person model! wow...no wonder mods are running badly these days, that is more suited to a first person model, not a 3rd.
If that was a 3rd person model, I would take away the lens part you look into with the scope and make the impression that it actually has some depth to it, by using texturing methods, I would probably reduce the amount of overall polys, as the gun is super silky smooth, and is not necessary, especially for a 3rd person model, how many sides do those cyclinders have...like 30 or something...it should be something like 16 or less, and you'd get pretty much the same amount of detail in the roundedness.

I could go on and on, yes this gun looks fantastic, but this is a show gun, not a game gun, I don't want to play a game where pulling out a cool sniper rifle causes the game to run noticably slower.

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_Richardo_ Author
_Richardo_ Jul 10 2007, 6:38pm says:

Fair point , but a few things you are not aware of . The final polly count for the model is just over 4k , and the model was redesigned from a much higher model ( 12k ) which was being used for first person . Also the fact that there is ever only going to be one of these on screen and most importantly that its one of the main weapons in the game, If this was a enemy weapon then yes we would be working to a much lower quality . However this is one of the very few usable weapons and therefore not an area I feel we can skimp on .

Saying that , if we do have issues then it can always be simplified.

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Natace25
Natace25 Jul 10 2007, 7:52pm says:

yup, well I admit I havent read anything on the game, so if the game was like a hitman style game, you may aswell model the whole interior and when you fire your killing shot, you could make a little sequence that goes inside your gun showing it's mechanics going off :p
Alright ...don't go that far, but that'd be cool.

I understand why it is so detailed now.

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Ging
Ging Jul 11 2007, 8:29am says:

You'd be much, much better off using normal maps to get a lot of the same detail - the average Source player model is around 6k polys, so a 4k gun is overkill, no matter how important it may be...

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_SureShot_
_SureShot_ Jul 11 2007, 4:58pm says:

Good points methinks, I'm just so used to high-poly stuff. I can easily knock down the polycount (especially in the scope, got a few too many sides on that thar scope) and as Ging says with normal mapping I can do those indented areas on the fore. Will need to re-unwrap it afterwards but that takes 5 minutes anyway :D

As ever, even when finished, my work is always WIP :P

ps. I personally blame the CSS community for the overall idea that high-poly = good. Not for me personally, I just stepped down from car modelling, to weapons and props. But some of those guys are putting together 10k+ triangulated models for PISTOLS. It's insane.

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Jul 9th, 2007
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