I’m trying to get reasonably competent at modeling (still got a looooong way to go
) and need some forum wisdom and feedback. I’m trying to create an approximation of an 88mm artillery gun, so over the weekend I opened up 3dMax and got to work…and now its Monday and here’s what I have:

Models for normal / damaged states

In game
Modeled in Max, used ChilliSkinner for texture coordinates and Photoshop for textures - exported it in 5 separate pieces and assembled them with NPherno’s MD3compiler. I did search the SD forums, the editor documentation and some other places for these answers…just couldn’t find em’. On with the questions:
1.) In Max, each model has 710 vertices, 790 faces; is this too high? I know there can be an increased number in the exported md3, so it may be higher in ET, which brings me to my next question.
2.) How can I get a poly count for the model once its in radiant/in-game?
3.) If the count is too high, could the LOD system be used here to lighten the load? Should I use LOD regardless?
4.) Because I broke the model up early on, the final model in radiant draws its textures from 5 different TGA’s ranging from 128x128 to 512x512 - is this bad practice?
5.) Should I exclude recoil animation frames in favor of performance if I use LOD?
6.) Do the models look crappy?
Any answers / bit of modeling wisdom / feedback / useful links would be highly appreciated ^^ 




