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My first model - Knife

  • teeluu
  • September 5, 2005 at 11:53 PM
  • teeluu
    • September 5, 2005 at 11:53 PM
    • #1

    http://%7boption%7d

    And the ones who doesn't want to visit at my site:

    Quote

    So I left Beretta.. for now. So this knife basically becomes the first model I've made completely myself. It's very low poly imo and I have few parts to fix there. For example the blade feels kinda thick which is easy to fix tho. Anyway.. here goes nothing.[Blocked Image: http://swifty.hl2central.net/screenshots/knife_wip.jpg]

    C&C and be gentle please. It's my first model.

  • jayrabbit
    • September 6, 2005 at 12:47 AM
    • #2

    Those 3 bolts on the handle are a waste of polygons. A normal map can do it as well.

    The rest of the knife looks well done.

    Now comes the fun part... the unwrapping :roll:

  • KoKo5oVaR
    • September 6, 2005 at 3:54 AM
    • #3

    same thing that mr.rabbit said, a normal map will be better to do them, but perhaps you can add a hole on the blade and some scratchs on the sharp side

  • teeluu
    • September 6, 2005 at 6:30 AM
    • #4
    Quote from jayrabbit

    Those 3 bolts on the handle are a waste of polygons. A normal map can do it as well.The rest of the knife looks well done.

    Now comes the fun part... the unwrapping :roll:

    Ye, that's what i'm supposed to do now, oh my. And i noticed earlier myself that those 3 bolts are really a waste of polys, they almost doubles the polygon count, i just wanted them to the render to see what they look like

    Quote from KoKo5oVaR

    same thing that mr.rabbit said, a normal map will be better to do them, but perhaps you can add a hole on the blade and some scratchs on the sharp side

    Maybe i'll try those, thanks.

  • Mazy
    • September 6, 2005 at 8:43 AM
    • #5

    Looks like a knife, well done

  • von*ferret
    • September 7, 2005 at 2:34 AM
    • #6

    You really dont need so many subdivisions on the short side of the handle. That detail will be covered by a hand most of the time in an applied game, and the smoothness can honestly be done with smoothing groups. Otherwise its a good solid model now texture it!

  • teeluu
    • September 7, 2005 at 7:09 AM
    • #7
    Quote from von*ferret

    You really dont need so many subdivisions on the short side of the handle. That detail will be covered by a hand most of the time in an applied game, and the smoothness can honestly be done with smoothing groups. Otherwise its a good solid model now texture it!

    True, didn't think of that :roll:

    That model soon goes under 100 polys, goes a bit too simple :wink:

  • Acumen
    • September 7, 2005 at 8:14 AM
    • #8

    mh one thing that also bugged me on many parts of the beretta model is that you seem to have polygons that have like 10 sides. So while this is only on flat surfaces I still dont think its too useful in the end to not have at least make quads out of it. Cause I remember max doing some pretty weird triangulation after I didn't tell it where to put the edges. Apart from that it just looks weird on the wire render

    I would definately keep those bolts but just pull them outwards a little bit. That will definately contribute to the model. Don't know why everyone is sooo crazy about the use of normal maps on this model

    This is all fine but keepin it will definately make the model look better, cause it adds to the overall silhouette. And its not like you're saving tons of polies. This knife will do no harm polygon-wise anyways, so keepin the bolts is just fine. Considering that you probably would see only one bolt ingame and the rest will be covered by the hand model it's all just mighty fine \o/

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