Go Back   Project Reality Forums > Project Reality Mod > PR Community Modding > Polish Forces Mod
Polish Forces Mod : Discussion pertaining to the PR Polish Forces Mod.

Welcome to the Project Reality Forums! Join the Project Reality forums! Contact Us


Reply
 
LinkBack Thread Tools Display Modes
Old 06-19-2007, 07:08 AM   #1

Killerekpl's Avatar
[Weapon] Beryl + SpecterDR (4x)

I hope you like it







Killerekpl is offline Reply With Quote
Old 06-19-2007, 07:10 AM   #2
Forum Moderator
Supporting Member
Project Reality Tester

[R-MOD]dunehunter's Avatar
Send a message via MSN to [R-MOD]dunehunter
damn, that looks sweet! gj
[R-MOD]dunehunter is offline Reply With Quote
Old 06-19-2007, 07:12 AM   #3
PR Developer
Supporting Member
Project Reality Tester

[R-DEV]bosco's Avatar
Send a message via MSN to [R-DEV]bosco
Awesome

[R-DEV]bosco is offline Reply With Quote
Old 06-19-2007, 07:22 AM   #4

Uncle Blues's Avatar
Send a message via MSN to Uncle Blues
GJ Killerek!
We are almost done with all Beryls' models. The last thing we need is EoTech sight form Devs.

EDIT:
Some resources for comparisions:
http://images.google.com/images?clie...=1&sa=N&tab=wi

Uncle Blues is offline Reply With Quote
Old 06-19-2007, 07:42 AM   #5
PR Operations Lead
Supporting Member

[R-DEV]Rhino's Avatar
Send a message via MSN to [R-DEV]Rhino
n1

the rail on the gun looks abit odd, but thats more of the gun design thing than a modeling thing, nice work

also how many polies it got?

[R-DEV]Rhino is online now Reply With Quote
Sponsored Links
Old 06-19-2007, 08:09 AM   #6

Killerekpl's Avatar
I think something about 3000
Killerekpl is offline
Last edited by Killerekpl; 06-19-2007 at 08:19 AM.
Reply With Quote
Old 06-19-2007, 08:37 AM   #7
Retired Developer

Vaiski's Avatar
BF2 assault rifle tricount recommendation is around 3000 tris.
However it looks like this got something like 50 000 – 200 000 tris. Atleast the scope and rails are way too high poly…

You can't have a turbosmooth modifier on a game model. Drop the smoothing modifiers and post a wireframe render and accurate tricount please

Quote:
Originally Posted by
Check your viewport configuration to make sure that max is counting your polycount right. It should be always counting tris because all game engines turn every poly into triangles when you export them.

Customise -> viewport configuration -> Statistics. Thick the 'triangle count' and 'total' options. Now if you press 7 it should show correct count in the viewport.

Vaiski is online now Reply With Quote
Old 06-19-2007, 08:49 AM   #8

LiquidSnake's Avatar
Send a message via ICQ to LiquidSnake Send a message via MSN to LiquidSnake
Ye that looks rly fvckin highpoly BUt a beauty nonetheless!

LiquidSnake is offline Reply With Quote
Old 06-19-2007, 10:01 AM   #9
PR Operations Lead
Supporting Member

[R-DEV]eggman's Avatar
Looks lovely

Listen to Vaiski's wisdom hehe. You can add a lot of "polys" through bump mapping techniques and the base model itself should be around 3 to 4000.

Cheers!
egg

[R-DEV]eggman is offline Reply With Quote
Old 06-19-2007, 11:14 AM   #10

Ironcomatose's Avatar
Very nice man!! Cant wait to see some skins.Why do we need the EoTech sight too? BTW what will be the marksman rifle?




"Exactly how long does it take to get to the center of a tootsie pop?"
-Me
Ironcomatose is offline Reply With Quote
Sponsored Links
Reply


Bookmarks

Tags
beryl, specterdr, weapon
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


All times are GMT -4. The time now is 02:20 AM.


Powered by: vBulletin. ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2008, Project Reality.