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omegabrennus — Han Solo's Blaster Pistol

Published: 2007-01-25 01:59:30 +0000 UTC; Views: 1957; Favourites: 16; Downloads: 30
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Description This is, and if memory serves me correctly, Han Solo's Blastech DL-44 modified Heavy Blaster Pistol from Star Wars Episode IV A New Hope. It is part of my Directed Focus Study here at the Guildhall at SMU, and is an experiment in the various techniques for rendering game objects. The upper left is using a Photo-Realistic Texture, just below that is a Painted Texture, and below that is the Flat Shaded untextured model. The model on the top right is a Proceeduraly rendered model meaning that the diffuse color, specularity, and glossiness are all handled by the renderer and there is no actual texture applied to the object, and just below that is the NPR (Non Photo Realistic) or Cel Shaded model which is also proceedural in nature. Lastly is the wireframe mesh displaying the edges. The purpose of the DFS is to explore modeling techniques and rendering techniques that still produce a model that is viable for game production. Ideally this model would be used in the first person camera viewpoint of a First Person Shooter game. The model itself is roughly 1800 polys and can be viewed from all sides (unlike alot of older first person weaponry where the unviewed faces are culled by the builder). The model was built with 3DSMax 8 and textured in Photoshop CS2.
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Comments: 4

master3d [2007-02-25 19:51:51 +0000 UTC]

very good for a low poly model! even for a highpoly great texturing

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SirCula [2007-01-27 17:47:48 +0000 UTC]

good work, isnt 1800 poly quite large? anyway have you tried it in some game engines or are you just using dx shaders in max?

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omegabrennus In reply to SirCula [2007-01-28 23:12:43 +0000 UTC]

Not if it's used in the first person camera.... weapons even in unreal tourney typically hit around 1000 to 1500 polys.... today's games like HL2, and BF 2142, and countless others have high end and low end poly counts so that you can adjust. This model would easily be under poly limits for a first person view of the gun in Source engine. Though I haven't exported this particular piece out to any games, it could very easily be done. For reference, the gun models my team made for a Ritual Entertainment internship had poly limits of 2500 polys on the first person weapon and 1500 for the third person. Character model limits were in the range of 9000 to 9500 with attachments.

And none of what I did required dx shaders to render in max or even to see in the viewport aside from the reflective surafces using vray on the photorealistic and on the proceedural.

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SirCula In reply to omegabrennus [2007-01-29 19:01:46 +0000 UTC]

very interesting stuff. I made a weapon a little while ago that was 1200 polys and many people told me that that is too many polys but I was also making it for the fps view. Im trying to find a work placement in the uk at the moment for uni, its surprising how many companys cant be bothered to reply even though Im offering to work for free

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