Designing FPS Weapons part 2

In terms of progress with creating a new FPS weapon that could be used in a game (and will be shown in UDK later), It's going reasonably well. The design is finished and I've already started modelling it.

So far I've created a basic model for all of the main parts of the Shotgun, except for the stock. I'll likely do this today. Then I'll work on it a bit then save it as a low poly model. This will then allow me to create a separate high poly model which I can use for Texturing, normal maps and specular maps.

Today will generally be used to add more detail, to have as much as possible in the low poly model under the 6000 triangle limit it has. This way, reliance on a normal map for details will be smaller and will make the overall finished weapon look better.

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