Feed Back On M4A1 Model

Discussion started by RileyG

Hi guys!

Looking for feedback on this

model.

Answers

Posted over 9 years ago
0

First off, if you want to create game ready models, you have to understand a few very important steps..

When a model is Low Poly, it is not High poly...
8,601 Polys is a hell of alot for a game engine to handle, especially when this model has so little detail to it as yours... it should be around 1000-3000 poly max depending of the quality and its use, is it viewed in FPS, or on distance...

Each Polygon of your model is limited to contain 4 Vertices MAX, not 5, 6, 7, ETC.... i will not explain why in here.....

Smoothing is a very important part of modelling, your weapon is so boxed...

Your texture lacks alot of work! it looks like you just dropped a few metal images on it..

Your model description says its rigged? i bet that is not entirely correct....

Iam not saying your worthless, you've got potential, because you actually did create a weapon that looks like the M4A1..

I would not recommend you selling models before you got better, you're 10 years old i can see, that is actually pretty amazing boy, you keep practicing, and your good to go!....

RileyG wrote
RileyG
Thank you for your feedback! I must be confused on the term 'Low Poly'. A video has told me that different engines handle things differently. Smoothing, I have been told this many times. Currently, I'm still trying to find a way to smooth models, the blender bevel modifier has a lot of errors with it. Something that I'd like you to message me about, is what program I should use for texturing and what needs to be added to my textures. BTW this model is rigged, even though I haven't put in a preview from the blender view port. Thank you, Janus, for your excellent feedback.
captainmarlowe wrote
captainmarlowe
+1 with what Janus wrote. As for lowpoly, 10-15k polys is what you can expect for an important character in a game. You can crank up to 25k in certain cases (level bosses), but the rest of the time, the lower, the better, and for a prop, you're not supposed to exceed 1500-2000 polys. If you have a hard way finding the good balance, a path you could consider would be creating a very detailed object, no matter the polycount, and then learn how to bake a high poly model to a lowpoly one with normal maps. By working on the little details, you'll learn a lot of useful things (for instance, the muzzle is way too basic), As for texturing, Blender with a good painting program (like Gimp if you're on free softwares) should be enough. With time, you can enhance your workflow with dedicated apps like substance painter or substance designer, but I think it is always a good thing to start with the basics and then expand the workflow with new solutions, instead of doing the reverse.

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