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3 Dimensional Chat / [Free] Chief's Gun Thread

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vorconan
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Posted: 24th Jul 2007 12:38
Try chamfering the edges a little, it'll make it a bit less boxy.


Commander in Chief
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Posted: 24th Jul 2007 18:03
Alrighty...

---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
Postal
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Posted: 24th Jul 2007 20:07
Oh, I see. I meant that the AK-47 is commonly referred to as the Kalashnikov though. Play Max Payne 2 and you'll see what I mean.
-Postal

Ragged Druid
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Posted: 24th Jul 2007 23:52
Sir, you win incredibly hard. I'll have to make a Western game to go with the Blackhawk when you texture and release it.
That C++ Nerd
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Posted: 25th Jul 2007 03:30
@Commander in Chief

Not that bad. Looks okay.

But I'd get them simply because you're a nice guy.
Anyone nice enough to give away free work (no matter quality) deserves respect.

Thanks.

Commander in Chief
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Posted: 25th Jul 2007 04:04
Anytime man. I'd give away anything I make for free to the community. Even if I made a model the quality of Jon Fletcher (not going to happen) I'd give it away for free. I'm a giver.

---PlasmaArts---
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game lover
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Posted: 25th Jul 2007 04:10
Quote: "Anytime man. I'd give away anything I make for free to the community. Even if I made a model the quality of Jon Fletcher (not going to happen) I'd give it away for free. I'm a giver. "


Touching (not that way)
Commander in Chief
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Posted: 25th Jul 2007 04:11
Quote: "...(not that way) "


Erm..... lol.

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protoborg
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Posted: 25th Jul 2007 05:05
@Ezykeyal: Your terminology is off just a bit. First, polys are sides. Therefore, a 16-sided (or 16 faces) cylinder would have 16 polygons. The only thing that is a multiple of the number of faces is the number of edges. For example, a cube has six faces and twelve edges. A triangular solid has four faces and six edges.

Second, six faces would not look good, even as a pick up. It would have obvious edges. You want the poly count to be low without giving up realism. That would mean sixteen would be the minimum number of faces you would have.

Finally, your electricity analogy is flawed. Electricity does not "break up" when the circuit is broken. It simply does not flow. As far as the lighting is concerned, it also will not break up. It will simply not be consistent. The lighting will not pass from one face to the next correctly. It will look like two lights are hitting the same point and not blending. The lighting engine does not "guess" at the proper lighting.

You know your code sucks when it does what you want before you know what you want.
TGPEG
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Posted: 25th Jul 2007 11:31
How are you making the models accurate? When I used to model ages ago with ProDESKTOP, you could specify an image as the background for the design window. Every so often you could rotate the model to see if it lined up correctly with the picture. Obviously we did it with parts of catalytic convertors and bits of car engines, but the same thing applies.

Your signature has been deleted due to the fact that it was far too humourous to possibly show.
http://www.fpsinsane.co.nr/ -New FPSC Forums By Jenkins
Roger Wilco
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Posted: 25th Jul 2007 12:04
Doesn't look too shabby, but as the others said, the edges need to be a bit smoother. Good work so far.

"Or perhaps we're just one of god's little jokes?"
Commander in Chief
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Posted: 25th Jul 2007 17:18
I'm setting up Planes around the model as my "workstation". It help. Right now I'm just using a side plane as my workstation. Also, to continue making the pack I need more ideas!

---PlasmaArts---
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game lover
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Posted: 25th Jul 2007 18:08
Here's another Idea an Mp5 Submachine gun
pic attached

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Commander in Chief
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Posted: 25th Jul 2007 18:40
I'll get to working on it right now...

---PlasmaArts---
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Commander in Chief
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Posted: 25th Jul 2007 19:55
Introducing the MP5 Submachine Gun.






Suggested by game lover. This is not a very good model, in my opinion. It was difficult to see what exactly was in the reference image, so I modeled it as close as I could get.

~Chief

---PlasmaArts---
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game lover
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Posted: 25th Jul 2007 20:36
Top notch all I suggest is round it a tad on the corners and then you'll have a realistic mp5, other than that awesome
Commander in Chief
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Posted: 25th Jul 2007 20:42
Right now I'm working on rigging and animating a few guns...

---PlasmaArts---
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Smitho
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Posted: 25th Jul 2007 22:58
The mp5s ironsight is messed up.. its a ball?

Ezykeyal
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Posted: 25th Jul 2007 23:09
Suggestions seem futile, just goes on whacking primitives together.
Grmmmble nevermind....
Cheese Cake
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Posted: 26th Jul 2007 01:11
As much as i like these guns.

But shouldnt these be removed to 3d chat?
Since there arent any ingame screenies
Inspire
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Posted: 26th Jul 2007 03:37
Quote: "But shouldnt these be removed to 3d chat?
Since there arent any ingame screenies "


I agree.

Accoun
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Posted: 26th Jul 2007 18:04
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1227141
Here is my ak47. I've made it using extruded splines, too. But mine have 3 or 4 segments, not 1. See the diffrence?

Make games, not war.

Cyborg ART
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Posted: 26th Jul 2007 20:52
Nice!
Whatabout making an Mp7 or an Fn2000, or maybe a G36.
They can all be found at world.guns.ru

Visit us at www.freewebs.com/bigvikinggames , you can find our new free games and new free models.
Commander in Chief
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Posted: 27th Jul 2007 05:08
@BIG Viking Games
Maybe.

@Inspire
Yes, I was thinking the same thing. It's a shame, it will get less attention, but oh well.

---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
FredP
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Posted: 27th Jul 2007 10:00
Moving this to 3D Chat.

Please have mercy and use the search function.
Luciferia
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Posted: 27th Jul 2007 11:53
boo!!! but i suppose it was inevitable
Jon Fletcher
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Posted: 27th Jul 2007 15:30
its a very nice start but i think you need to start joining your meshes together, otherwise it can get quite messy, everything that is attached to the base of the weapon and doesn't need to move, can be welded together into the same mesh.

Also, you should spend time on the depth of your weapons as right now, they appear to look like extrusions. The reason im saying this, is because the back shape and depth of the weapon is what you see in a first person shooter, not so much of the side.

Just to smooth things out a bit, try using 'chamfer' on the edges of the weapon, particularly at the butt of the weapon where it is usually rounded off so its more comfortable.

also, cut out your edges, don't have polygons with huge number of vertices, it can damage smoothing, and its just so much cleaner to connect your edges to tris/quads.

Keep up the good work

Commander in Chief
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Posted: 27th Jul 2007 20:51
Wow... Jon Fletcher replied to my thread.... wow..... heh.

I was thinking the exact same thing, and I will post my progress on welding the primitives. Also, I was wondering if someone might know how to rig a weapon?

Wow,
Chief.

---PlasmaArts---
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Jon Fletcher
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Posted: 28th Jul 2007 07:17 Edited at: 28th Jul 2007 07:19
you don't really rig a weapon (well, unless it was a weird gooey moving one with tentacles flapping) you can just animate separate elements of the weapon with normal move/rotate animation, as long as its all linked together in a hierarchy, its all good

the only thing that should need bones should be the hands if you decide to do any.

Ive come to a stage where im making a bunch of short (somewhat crappy) picture tutorials for my site, and i might make a quick one for weapon animation soon.

Commander in Chief
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Posted: 28th Jul 2007 19:33
Thanks, Jon!

I read somewhere that for FPSC you need to do all the animation with bones. Also, if I try to animate with move/rotate, the bones for firespot and etc do not move... atleast I don't think so.... hmm..

---PlasmaArts---
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Opposing force
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Posted: 28th Jul 2007 21:41
Hello "Commander in Chief". I really like your guns. As for Firespot. Instead of adding a bone just to the following. Save the .X file (ascii text) then open up the .X file in notepad. At the very end of all the code, paste this paragraph...



Now, in the gunspec file, change the...

alignx = 0
aligny = 0
alignz = 0

...variables to suit your preferred position. Have this code in a text file to use. It saves a lot of time trying to put in a bone within the editor. Hope this helps.

http://www.freewebs.com/teammegabasic/
For low price FPSC and Dark BASIC media packs.
Snipa Masta
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Posted: 28th Jul 2007 23:02
I don't know whether it's you not looking at reference images or you just being lazy - but that is not what an MP5 looks like, infact, none of your guns actually seem accurate. You need to have pictures of the guns from different angles - I mean, you modelled the rotating stock of the Ingram as two flat curved things that were completely wrong and wouldn't have even gone onto your reference image. Instead of a sight you have a ball on the Mp5 - and the entire gun isn't flat! Especially the grip - you'd cut your hands on that thing.

I recommend you use a more appropriate piece of software such as Milkshape3d. It would benefit you to not have such a complicated package such as 3d Studio Max because you clearly cannot use it. Sorry for being a complete arse but with people such as Game Lover calling that work "Top Notch" is not going to benefit you at all. You need a lot of practice before you plan on releasing anything.

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

Milkshape 3d, Ultimate Unwrap 3d, CharacterFX, Photoshop CS
Commander in Chief
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Posted: 29th Jul 2007 07:33 Edited at: 29th Jul 2007 07:35
Quote: "You need a lot of practice before you plan on releasing anything."


Now that's completely incorrect. Compare these models with some of the items on the Everyday pack. That is being released due to them having fairly good textures. I mean, just look, the Cooker is a box for heaven's sake. Nothing is 'unreleaseable'.

Quote: "Instead of a sight you have a ball on the Mp5"

...Also, yes I realize that the MP5 has a ball for a sight. I do not have good reference images, and thus I am forced to model on a side view reference, which is never very good.

I am learning some smoothing techniques (such as chamfer) and I am improving. I hope that you notice that these are the first models that I have ever made, besides a flatscreen PC monitor.

Quote: "...Game Lover calling that work "Top Notch"..."

"Top Notch" is an opinion. You have your own, and he has his. Of course, I do not agree with Game Lover.

Quote: "I recommend you use a more appropriate piece of software such as Milkshape3d."

Why waste 20 perfectly fine dollars for something that is insignificant compared to 3Ds Max? Of course I see your point that I should start out simple, and I have. I started out with Anim8or. Lucky me, my father had 3Ds Max 9. I did not intend on using it for game modeling, I intended to use it to make simple 3D animations. Also, you should note that I am not very old. I cannot disclose my age because the AUP forbids it, but you should atleast know that I am younger that 14 years of age.

Quote: "...you just being lazy..."

I'm not trying to compete here.

Quote: "
I mean, you modelled the rotating stock of the Ingram as two flat curved things that were completely wrong and wouldn't have even gone onto your reference image."

...Wha?

Quote: "...you'd cut your hands on that thing..."

Aren't gloves nice? Just kidding. As I already mentioned, I will be updating these models with smoother grips soon. Stop bugging me about it.

Quote: "...because you clearly cannot use it..."

If I couldn't use it, I wouldn't be able to model these, would I?

Honestly, I think you're just overreacting.

~Chief

---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
Snipa Masta
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Posted: 29th Jul 2007 12:19
Quote: "Now that's completely incorrect. Compare these models with some of the items on the Everyday pack. That is being released due to them having fairly good textures. I mean, just look, the Cooker is a box for heaven's sake. Nothing is 'unreleaseable'."

These require more than good textures to look even acceptable ingame.

Quote: "...Also, yes I realize that the MP5 has a ball for a sight. I do not have good reference images, and thus I am forced to model on a side view reference, which is never very good."

Type "MP5" in google image search. It's not that hard.

Quote: ""Top Notch" is an opinion. You have your own, and he has his. Of course, I do not agree with Game Lover."

By your own admission, they are not top notch. His comment was simply unhelpful.

Quote: "Why waste 20 perfectly fine dollars for something that is insignificant compared to 3Ds Max? Of course I see your point that I should start out simple, and I have. I started out with Anim8or. Lucky me, my father had 3Ds Max 9. I did not intend on using it for game modeling, I intended to use it to make simple 3D animations. Also, you should note that I am not very old. I cannot disclose my age because the AUP forbids it, but you should atleast know that I am younger that 14 years of age."

Considering what you're using Max for, it's not 'insignificant' and would be a lot better. I guarantee you don't know or have never tried over 90% of 3d Studio Max 9's features and you haven't touched the Edit Poly modifier by the looks of it, so you're just using the line tool (probably) to outline stuff and then extruding it, which is just as easy to do in Milkhape 3d, really. Age has little to do with it - I was using Milkshape 3d since I was 11 and only went onto Max last year - using Max doesn't make your models better.

Quote: "Honestly, I think you're just overreacting."

I'm being honest with you because no one else is.

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

3d Studio Max 9 SP2, Photoshop CS
discostu
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Posted: 29th Jul 2007 17:58
I have to agree with snipa masta on this one although his approach might be in your face atleast he is giving you his honest opinion and that is what you should use to progress instead of retreating into a box and having ago at him listen to his advice. dont take it to heart but use it.

As more my advice if you are using max are you placing your reference pictures on a plane and modelling from them or are they on another tab and you are glancing back and for. if the second is the case then stop and use the first you will get better results more accurate. Spend more time on the results get a proper feel for the way the gun is created. A weapon is made by a machine and your models should reflect this crisp clean edges otherwise they will be

cletus that aint no racoon now get me some proper roadkill
discostu
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Posted: 29th Jul 2007 18:00 Edited at: 29th Jul 2007 18:21
unbelievable. Just spend some time looking at tutorials and learning a different technique try box modeling. If you dont know what that is look it up. we as a community are here to help dont get so worked up over it. Just take it on the chin and what you should say is ok he said that, im going to improve to prove him wrong.

good luck

cletus that aint no racoon now get me some proper roadkill
Commander in Chief
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Posted: 29th Jul 2007 18:03
Quote: "These require more than good textures to look even acceptable ingame."

So then, the Everyday pack should look worse, shouldn't it?

Quote: "His comment was simply unhelpful."

Erm... in a way, yes.
Quote: "
...guarantee you don't know or have never tried over 90% of 3d Studio Max 9's features..."

I've tried many, and yes I have used the Edit Poly modifier. I just didnt use them on these models. At first, I was following a tutorial by someone else on the web.

Quote: "Age has little to do with it..."

All I was saying was that I just started modeling within that last few months, and I'm not trying to impress anyone. I'm simply showing what I've made.

Quote: "...using Max doesn't make your models better."

Of course it doesn't. Milkshape does not either. It always depends on your skills in modeling. I'm not trying to make weapons that even rival FPSC's. I'm just showing my progress in modeling.

Quote: "I'm being honest with you because no one else is."


---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
Commander in Chief
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Posted: 29th Jul 2007 18:05
Quote: "...you placing your reference pictures on a plane..."

Yes, that is my current technique. I'm currently working on Box Modeling a gun, I'll post my progress.

---PlasmaArts---
www.plasmaarts.co.nr - www.plasmaarts-games.co.nr
Snipa Masta
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Posted: 29th Jul 2007 18:38
It's pointless posting to "show your progress" if you're not going to listen to advice. And the bottom line is that it's unnecesary for you to use 3d Studio Max for this when you could use Milkshape 3d and probably create much better models.

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

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RUCCUS
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Posted: 29th Jul 2007 21:39
You're not using the pollies very well. The gun barrels could use some poly reduction, whereas the top and sides of the guns could use some more polies to make it seem less boxy.


Commander in Chief
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Posted: 29th Jul 2007 23:57
Alright, thank you Ruccus. I've told everyone that I am working on Box modeling a gun, but I'm busy right now. I'm not going to show it until I finish it, and that might take a while.

Hardware: nVidia GeForce 8500GT 256mb, 240gb HD Space, Pentium 4 CPU 2.80GHz, 512mb RAM, Realtek HD Audio
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Commander in Chief
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Posted: 31st Jul 2007 03:56
Hmm, seems like I've lost trafic

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vorconan
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Posted: 2nd Aug 2007 23:52
Are you going to texture them then?


game lover
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Posted: 3rd Aug 2007 00:35
I'm back, wow people been talking about me (kinda creepy)and why do I call his work top notch, because kind words go a long way. Also compared to some stuff in the forums this is good and to others it could need work, but it is nice of Commander to give these things out for free. *Not helpful* Doesn't anyone recall I also gave some criticism on the weapons so get of my back-o-rama.

Back on topic

The guns need to be rounded at the sides

(There helpful enough?)

We all want to be awesome, but does awesome want to be us?
Commander in Chief
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Posted: 14th Aug 2007 04:49 Edited at: 14th Aug 2007 04:49
With DarkBASIC, vacations, and now school starting up, I don't have as much time as I used to. Might not be able to finish these

Also, the good news is that chamfer and edit poly are working fairly well

Hardware: nVidia GeForce 8500GT 256mb, 240gb HD Space, Pentium 4 CPU 2.80GHz, 512mb RAM, Realtek HD Audio
Software: 3Ds Max 9, Adobe Photoshop CS8
General powell11
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Posted: 27th Aug 2007 22:51
Any New Updates???
[aka bump]

A noob
Keo C
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Posted: 29th Aug 2007 04:53
Umm kinda n00b question but what program do you use?

Uhhhhhhh.... I forgot
Accoun
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Posted: 29th Aug 2007 15:59 Edited at: 29th Aug 2007 16:02
I think it's 3DS Max.

Make games, not war.

Commander in Chief
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Posted: 6th Sep 2007 23:02
Yes, 3Ds Max 9 for modeling and Adobe Photoshop CS2 for texturing.

Hardware: nVidia GeForce 8500GT 256mb, 240gb HD Space, Pentium 4 CPU 2.80GHz, 512mb RAM, Realtek HD Audio
Software: 3Ds Max 9, Adobe Photoshop CS8
General powell11
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Posted: 29th Nov 2007 23:47
is this progect dead?

Check out my WIP game, and comment at>>>> http://forum.thegamecreators.com/?m=forum_view&t=118704&b=25

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