VZ-61 Scorpion Complete (finalizing)

Finally finished the UV Maps, and got the normals and AO pretty pat down. Just some finishing touches and opinions from a couple people and it should be good.

4,153 Polys 8021 Tris

Comments

  • Crash's Levels
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    Crash
    Posted 8 months ago

    Could still use some optimizing here and there. Looks good otherwise.

  • Constellatio's Levels
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    Posted 8 months ago

    A we some

    User Title
    I hate source engine
  • MR.SkyFall's Levels
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    Posted 8 months ago

    Posted by Crash

    Posted by [Sandman]

    Actually is helpefull the manual smooth on rounded shapes. LINK You can keep a lot of detail.

    Nah, you prolly misunderstood me. You don't need to add any smoothing to the model. Nothing at all. Just do the UVs as you would do them and use textools too assign the smoothing groups according to the UV shells.

    I think Mill explained this pretty well in his M37 tutorial. You should check it out, at least the part where this is explained. It saves a lot of time and effort.

    Ok then, in my point of view, the low poly has many wrong edges since, iam sure he did the HP with messy connections and all that, thats why i hate no parallel connections and edges.

  • Crash's Levels
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    Posted 8 months ago

    Posted by [Sandman]

    Actually is helpefull the manual smooth on rounded shapes. LINK You can keep a lot of detail.

    Nah, you prolly misunderstood me. You don't need to add any smoothing to the model. Nothing at all. Just do the UVs as you would do them and use textools too assign the smoothing groups according to the UV shells.

    I think Mill explained this pretty well in his M37 tutorial. You should check it out, at least the part where this is explained. It saves a lot of time and effort.

    • Interesting x 1
  • MR.SkyFall's Levels
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    Posted 8 months ago

    Posted by Crash

    Posted by [Sandman]

    ... that bevel on the magazine, delete it, keep it as floating geometry as i did on my Scar-L, you can save a lot of polys

    No need to delete anything since he already made it. Just removing it on the lowpoly (wont make too big of a difference if he doesn't) would suffice. Using floating geo on a lowpoly in this case is just wrong.

    dont forget the smooth/autosmooth, but in circles or shapes rounded select them as faces and with the loop selected use autosmooth.

    No need to smooth anything really. He can just use tex tools to automatically assign smoothing groups from UV islands when the UV maps are done. Saves a whole lot of time ;)

    Actually is helpefull the manual smooth on rounded shapes. LINK You can keep a lot of detail.

    And i mean, my bad for bad exp, but he can delete the bevel on the magazine in the low poly of course, in Hi-poly is needed.

  • Crash's Levels
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    Posted 8 months ago

    Posted by [Sandman]

    ... that bevel on the magazine, delete it, keep it as floating geometry as i did on my Scar-L, you can save a lot of polys

    No need to delete anything since he already made it. Just removing it on the lowpoly (wont make too big of a difference if he doesn't) would suffice. Using floating geo on a lowpoly in this case is just wrong.

    dont forget the smooth/autosmooth, but in circles or shapes rounded select them as faces and with the loop selected use autosmooth.

    No need to smooth anything really. He can just use tex tools to automatically assign smoothing groups from UV islands when the UV maps are done. Saves a whole lot of time ;)

  • Samm Varnish's Levels
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    Posted 8 months ago

    Posted by Crash

    Low-poly is looks pretty choppy. The first thing I do is make the grip more round. Some pretty weird poly distribution going on there. Second is the trigger guard. There appears to be some useless geo on the inside of it. I'd remove it completely. The normals should take care of that+its barely seen ingame. Last, I think that normals would take care of that whatsitcalled on the mag.

    Needless to say that the whole thing needs to be optimized.

    Okay, thanks. I am just very wary of deleting things because I start wondering if it would pop up at all. :) Thank you both Sandman and Crash.

    Modeller
  • MR.SkyFall's Levels
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    Posted 8 months ago

    As Crash said, you have a lot of weird edges on that model, also, that bevel on the magazine, delete it, keep it as floating geometry as i did on my Scar-L, you can save a lot of polys, and dont forget the smooth/autosmooth, but in circles or shapes rounded select them as faces and with the loop selected use autosmooth.

  • Crash's Levels
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    Posted 8 months ago

    Low-poly is looks pretty choppy. The first thing I do is make the grip more round. Some pretty weird poly distribution going on there. Second is the trigger guard. There appears to be some useless geo on the inside of it. I'd remove it completely. The normals should take care of that+its barely seen ingame. Last, I think that normals would take care of that whatsitcalled on the mag.

    Needless to say that the whole thing needs to be optimized.

  • BuLL5H1T's Levels
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    Posted 8 months ago

    Notes:

    • Make a good job of this bud,and I`ll be all over it like a rash.One of my favourite models to texture.Done one before and thoroughly enjoyed it!
    Professional pie eater.

Credits

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Samm Varnish's Levels
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Samm Varnish
Studio
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KOPASSUS Incorporated

Additional Info

Genre
Modelling
Progress
90%
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Public

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Post Count
14
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6,987
Date Added
9 months ago
Date Modified
8 months ago