today I started to model a weapon. The one I chose is the XCALIBUR MK12 CAL 9X21. As you can see, this type of gun has these holes upon the ejector. I read on William Vaughan’s book that a common weapon’s topology counts between 1,500 and 2000 polys in video games. I started to model the ejector. However, only this part of the gun was made of 445 polys ( 889 tris). “Few polys”, I imagine you say. Here the model,
The problem is that I didn’t bevel the edges yet. I tried to bevel only the most visible edges and the polycount overcame 1200 polys( I added loops on the bottom of the hole to give it more a spherical shape). I stopped me because I was trying to create a game asset model and If I had continued to model the handle too, It would have overtaken 6,000 polys. ( I would have had to add solidify to give it a thickness too). IT’S ONLY A PISTOL!
Googling on the Internet I have noticed that weapons in video games have not this type of structure.
For instance, on the ejector, there are no holes, aren’t they? Take a look, please.
Should I choose another gun? My goal is to create a good game asset with the right quantity of polygons and easy on the eyes. Obviously, I have to renounce to some details to create a model between 1,500 and 2,000 range. What do you suggest? Was I wrong something with my model or the gun I chose was too detailed for this range? Moreover, I didn’t model the barreled pistol yet. I had only mirror modifier turned on.