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The magazine should be less rusty while the gun should be more rusty. This is because such a gun will quite be old but the magazine if it is usable has to be a relatively new one :).
The magazine is good for a lo-poly model. But if you add shells to magazine rather than using texturing, it will not increase the polycount by more than 100k or so, if you use default lo-poly shells and cut out it's backfaces and it will still look much better than the current magazine.
As for CS 1.6, a general polycount of 3K is good enough for a replacement so that it is possible to use more customs without overloading the GoldSrc engine which can handle at least upto 50K polys with a good performance. (considering maps, player and weapon models all working together).
**Ring-A-Ding**, "holes" and "lines" in models is a guilt of compiller which separates triangles for some unknown reason, if I'll make models two-sided it will not change anything cause backfaces are invisible in game. I'll consider this fact about dimensions of textures, thanks. I didn't understood you, do you mean it is too rusty or not enough rusty??? And I do not think making hi-poly references is good for old games considering that I made enough realistic magasine using texturing
As usual, similar to other models released by you, this model has perfect proportions and does justice to the machine gun it is suppossed to represent.
But this one, unlike your Spencer has a painfully visible cut line between the grip and the ejector. I know that it is not visible in-game but I'm of the opinion that whatever is being made must be proper if not perfect and such disturbances and the regular pattern of the weapon are irritating.
This is occuring because of your tendency to model only that side of the gun which is visible ingame. I'm not opposed to that though you must take the effort to view the gun from various angles to see whether anomalies are present or not.
These "cut" faces in-fact are also visible in the top-back part. Now I've never seen the top view of a Lewis LMG before and if that is justified, then it is ok or else I'm hoping that it be fixed.
The meshes are amazing and allow for little wastage of space. The barrel.bmp although is not a power of 2. This is not seriously hindering though bitmaps having dimensions of powers of two are generally well received by the GoldSrc engine. As far as possible it is recommend to use such bitmaps unless they cause stretching / squishing of textures.
A most remarkable point in the skinning of this weapon is the post-apocalyptic appearance it gives to the weapon, making it feel old. Metallic lustre is singularly absent fron the skin giving it the feel of an old weapon, with a touch of rust.
Even the wooden components of this weapon match it's metallic counterparts. The wood hs an unpolished feel to it adding to the postapocalyptic touch more so. But I feel that is wood skin is not your best effort after seeing the wood you made for your Spencer.
I have noticed in many of your weapons that you usually do a good job on those parts of the skin that is visible in-game and neglect (to a small extent) those parts that are not readily visible.
Finally, I felt that the magazine drum should be more detailed. It's skin needs to be more polished and sharpened since if the gun were to be used, it's magazine would undoubtedly be more recent than the gun itself. The small details on the clip are good to eye, but need to be more sharpened to make them appear as if they were modelled-in rather than painted-on.
They are moderately good. I love the part during the reload which displays the backside of the drum magazine as it being fitted into the LMG. It is though a disadvantage, because it is plainly visible that the bullets are a part of the texture rather than seperate models. I recommend you use "real" bullets on the clip similar to the default M249 SAW of CS.
The shoot anim might do good with some more recoil because the gun obviously is gonna deliver a huge kickback.
LOL I never really know how to the end reviews so,
THE END. LOL.
BTW mirroring does not help much since it will have to be done at all angles.. A complete model is way better :/.
> **Posted by A_inc**
> > **Posted by Kosai106**
> > You really should stop optimizing your weapons this much in case someone actually wants to re-animate them.
> Forgive me father, I have sinned =(
> **Posted by Kosai106**
> You really should stop optimizing your weapons this much in case someone actually wants to re-animate them.
...okay, okay, I agree, I was not polite with my.. Followers. But I am sorry about that, I understand how much pain I bring putting them before a choice between five torturos minutes of mirroring or making animations without tacticool viewing bottomside of the gun... Forgive me father, I have sinned =(