Props Halo Shotgun - Custom Parts.

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4040 Trianlges, although most of you arn't really interesting in the game aspect Lol.



Shotgun_h3_2.jpg


Shotgun_h3_3.jpg




Modelled in roughly 2-3 hours or something like that. Needs an ejection port and some other stuff.



Anyone want to unfold?
 
Uhhhhhhhh ...



BTW, since I'm guessing you're modeling all these for H3MT in order to help make Halo 3 for PC (if I understand correctly), can a PC really handle 4k polys just for the weapon itself? I mean, geez, how many polys is the Chief gonna have? Even some of the great-graphics-card-demanding games like Crisis (where you need at least like an nVidia GeForce 8800GTX or 9800GT) don't have that much geometry for their weapons, right? Anyway, superb model, I was just wondering ...
 
Models are usually above 10K trianlges for the latest games. 4K is pretty low. And I quit H3MT.



Also, Halo has something called LOD's, which stands for Level of Detail, so when you get further away the detail gets lower (the games switches to lower poly models) so there is not much lag. But seriously, 4K is really low.
 
Nightshade said:
Uhhhhhhhh ...



BTW, since I'm guessing you're modeling all these for H3MT in order to help make Halo 3 for PC (if I understand correctly), can a PC really handle 4k polys just for the weapon itself? I mean, geez, how many polys is the Chief gonna have? Even some of the great-graphics-card-demanding games like Crisis (where you need at least like an nVidia GeForce 8800GTX or 9800GT) don't have that much geometry for their weapons, right? Anyway, superb model, I was just wondering ...



bumpmaps reduce the amount of poly count... (cous you dont need details modeled on the model then)

And that aint mutch yet like hunter already stated...
 
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Only problem with Halo:CE is that there are no bumpmaps for weapons Lol. So you have to model it in, or texture it in. Lol. I try to get as much as I can in the model whilst keeping it pretty low. I just got it down to 3574 by optimizing one part lmao.



Shotgun_h3_4.jpg
 
Hmmm, something tells me that my "Character Modeling" book is a little out of date. It says that game characters should stay around 3k polys. Wow, now I know how low that actually is.



Still a superb model, and I'm surprised that you could chop off an eight of the poly-count without losing detail. And I never knew that you quit H3MT. Why are you still making Halo models?
 
Nightshade said:
Hmmm, something tells me that my "Character Modeling" book is a little out of date. It says that game characters should stay around 3k polys. Wow, now I know how low that actually is.



Still a superb model, and I'm surprised that you could chop off an eight of the poly-count without losing detail. And I never knew that you quit H3MT. Why are you still making Halo models?



Making them for my self to get in-game. And polygons are different than triangles. If the book you have teached you to model with 4 sided plygons then that would mean it is saying game characters should stay under 6K triangles.
 
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I'd like to take a crack at unfolding this ...if you could host it as a obj or pdo file would be great ...also so it opens with pep ver 3
 
carnage said:
I'd like to take a crack at unfolding this ...if you could host it as a obj or pdo file would be great ...also so it opens with pep ver 3



Will upload sometime tomorrow or soon.
 
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Beautiful piece of work once again Martyn!! I'll keep watching this so that I can try and take a stab at the unfold for you.
 
Not sure what any of this discussion about detail and whatnot is about, so I'll just say that thing is a work of art. With more killing. Beautiful! I really like the shell holders on the side.
 
Look awsome as always Martyn.



just a suggestion though. Is there any way you can break the shotgun into into parts? You can have the body, pump, and barrels seperate.



You can release two different files.



One fore those who want the shotgun fully peped, or those who want it in peices so they can actually pump it.



Don't kill me if it sounds ridiculous.



-Pony
 
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