I just made my self a nice AT Gun for a map I am planning to make. Once I get it textured and scripted to work for ET, I will let you all use it in your maps and mods.

Let me know what you think of it.
I just made my self a nice AT Gun for a map I am planning to make. Once I get it textured and scripted to work for ET, I will let you all use it in your maps and mods.

Let me know what you think of it.
It was ment to be a AA Gun, But because Iam me, I rushed it and it became a AT gun. Ill texture it soon, show you some screens, then when I have time, ill upload it 
Here it is, my atgun is now ready for use in winter maps.
Here is the link (copy and paste into browser): http://www.higginsmapper.741.com/higgins_atgun.zip
Let me know what you think of it.
Iam guessing no one has downloaded my model yet, or you have and just cant be bothered giving me some feed back.
I need feed back so i can edit it, and so that i can read some thing when iam bored 
well heres my feed back by your pictures
it looks to plain, some detials would be nice make it look more rugged and mroe ,achinery parts sticking out or where the barrel meets the chamber… also try google for more ideas, just to see what other stuff you could add to make it more realistic.
still nice tho (better than i can do)
The gun doesn’t really look right, IMO. I think the part I dislike the most is the single trail, when most of the AT guns I can think of have much more substantial trails, either a single wide on or more commonly a split trail. Here’s a picture of a Pak 75
http://www.lonesentry.com/articles/75mm/
The trails on this pic are closed for movement, but when in firing position, the are spread out which the spades dug into the dirt. Also, your gun needs a muzzle brake
Yes it’s extremely high poly for a game model.
By my count all the pieces put together come to 2780 triangles which is simply unacceptable for a model that will serve as pure eye candy. To put it in perspective the SD Churchill model is about 1000 triangles.
You seem to be wasting a lot of triangles on round pieces which are needlessly over-smooth. There are better techniques that will give you similar results with much lower triangle counts(smoothing groups for one).
Keep in mind that many times a lot of the small detail can be offset into the texture and be removed completely from the 3d model.
Speaking of textures, the way you’ve textured it is really not the way to do it.
You should try to properly skin the model and put all the texture pieces in one texture and all the model pieces into one model.
People prefer to use a model that you can simply drop in a map and that’s it, not a bunch of pieces into different files that you have to put together every time you want to use it.
In conclusion it’s a good start but it’s a long way from being a usable prefab.
When I wanted to use the one texture, they did not fit, even if I put a uvw map on them, they would just reset to the whole texture. I will probably make a new one with a new texture. Ill also try to cut down on the polys.