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3 Dimensional Chat / FPSC Gun Model Pack: By Skaterdude

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Master Man Of Justice
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Posted: 26th Sep 2010 00:52 Edited at: 26th Sep 2010 00:54
Skaterdude, i think you should work on the laser pistol a bit more.

Its a little too basic especially for the amount of polys.

But, i will still make a scope. But the level of detail will be awkward compared to the gun :S


And if you send me the model, i can model the scope around the gun and it would be easier on me, and you.

skaterdude
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Posted: 26th Sep 2010 01:44
Sure, Gencheff! By all means! If you read the new paragraph I wrote in the first post, things might make more sense.

I mean, I was proud of making that revolver, with my extrememly limited experience, but, it's at 1570 polies, mostly because of my too-highly detailed cylinders. It's just that I'm doing a Sci-Fi pack, and revolvers have roots back in the 1600's. What say, if you want, you can work on it, and we can release it with the Sci-Fi pack as an extra?

Also, the Laser Pistol isn't completely done. I'm at just over 500 polies, and me being me, I can't resist. I'm going to add parts to the side to make it look more futuristic.

Oh, but if you're worried about making textures without reference material, I have good new for you. I will give you ideas, and guidelines such as metallic finishes, but I will leave your imagination to do the talking, so you can do whatever you like until we get it right.

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Master Man Of Justice
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Posted: 26th Sep 2010 01:48
i need the model to model the scope around it.

skaterdude
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Posted: 26th Sep 2010 02:37 Edited at: 26th Sep 2010 02:49
Justice, I know the pistol is not very detailed, but remember, the post says it's at 90%. For my next few sessions, I will be adding things to it's sides so that it will look sleeker.

Second, the scope is not for the pistol. Scoped pistols are awkward. Please, outdo yourself and make the most epic scope ever, for it will go on a sniper rifle, the last gun in the series. The pistol will just the be the ground work, or art direction, for the rest of the guns, in a way. So, I'll get to work on the most complex gun, the rifle, for you so you can start on that scope.

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skaterdude
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Posted: 26th Sep 2010 02:43 Edited at: 26th Sep 2010 02:47
Why aren't my posts appearing?

EDIT: Interesting lag on my end.

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Master Man Of Justice
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Posted: 26th Sep 2010 03:36 Edited at: 26th Sep 2010 03:36
are you noob slapped?

skaterdude
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Posted: 26th Sep 2010 03:51
Nope, I found the problem though, my internet was on the fritz for some reason. All better now.

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skaterdude
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Posted: 26th Sep 2010 06:23
Alright, I've worked on the model a bit, and I've added some more things, as well as replacing some of the vertices on the original model. (95% complete)

For the other 5%, I'll take suggestions. Any ideas?

Lastly, can I get a thumbs up for the symbol on the back of the gun in the second LE screenshot?

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Gencheff
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Posted: 26th Sep 2010 13:15 Edited at: 26th Sep 2010 13:15
Quote: "I mean, I was proud of making that revolver, with my extrememly limited experience, but, it's at 1570 polies, mostly because of my too-highly detailed cylinders."


Leave that to me.

I'm not really a fan of that laser pistol.Just telling you,I personally wouldn't use it in a game.I'd much rather take a sci-fi looking revolver

..hmmm..Revolver with scope and laser sight...

It's a good think I modelled a low-poly scope the other day.

Ortu
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Posted: 26th Sep 2010 13:27
The laser looks almost like a police taser gun as boxy as it is, that would actually be a pretty cool weapon for an fps that I don't think I've ever seen in a game.

However, the grip and trigger guard look uncomfortably wide, you should definatly slim that up a bit. If you want it to have that sci-fi feel I think you need to rework the lines to make it more sleek and challenging... not in difficulty but in feel if you see what I mean. like when someone looks at it they think "do I really want to go up against that?"

You don't have to give it curves to make it sleek, but give it an angle, forwards or backwards, take a look at some old classic muscle cars, not much curve, but... challenging.


skaterdude
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Posted: 26th Sep 2010 18:50
Alright Gencheff, how about this: I send you the .x file, and you rework it, but when it's done, the gun will be futuristic. I'm thinking along the lines of it shooting high power bolts of electricity, and the animations reflect that, such as a really big POW!

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Gencheff
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Posted: 26th Sep 2010 18:54
Sounds easy to do.

Textures and decals should make it sci-fi-ish.Plus a few mods.

Hand it over

skaterdude
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Posted: 26th Sep 2010 19:52
I only want to give it to you, so I'll need your email address to send it to you.

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Gencheff
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Posted: 26th Sep 2010 19:53
s1lv3rgh0s7@yahoo.com

or MSN s1lv3rgh0s7@hotmail.com

skaterdude
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Posted: 26th Sep 2010 20:24
Alright, I sent it. Good luck!

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Gencheff
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Posted: 26th Sep 2010 20:32 Edited at: 26th Sep 2010 20:46
Recieved.

I don't need luck.All I need is Megadeth and Motley Crue

Edit - Seems like you didn't flip the normals and with the smoothing , A LOT of things has to be fixed

Edit 2 - Fixed...sheesh that was a pain...

skaterdude
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Posted: 26th Sep 2010 21:25
Like I said, pal, I'm a novice. 3 weeks isn't long enough to figure out what flipping normals means.

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Gencheff
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Posted: 26th Sep 2010 21:27
Hey,I'm more novice than you . Sort of...

Well to put it simply the faces on the grip for example can only be seen on one side.So a normal modifier must be used with unify to make them visible on the other side as well.

By the way can you send me a version without smoothing? It would be a lot easier.

skaterdude
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Posted: 27th Sep 2010 02:19
As far as I know, I didn't use any smoothing at all. Just manual vertice movement. I took a look at the .x file, and it looks way different from the model I exported, everything is split apart, and there's some random cubes I didn't make. Is this normal?

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Gencheff
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Posted: 27th Sep 2010 20:27 Edited at: 27th Sep 2010 20:27
No it's not.

Give me a .obj file or .ms3d or something. Just not a .x

Master Man Of Justice
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Posted: 27th Sep 2010 20:31 Edited at: 27th Sep 2010 20:31
he doesnt use milkshape ...

And blenders .x exporter is weird.

Just export as .3ds .obj

because .3ds .X .obj and .max(not global, native to max) are some of the most common.

(most people export to .obj though)

skaterdude
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Posted: 28th Sep 2010 03:03
Ahh, will do. Blender has a lot of export options, I'll see if I can make something work.

I just acquired the student version of AutoDesk 3ds Max yesterday, and hopefully with a few years, I can figure out how to make a box with circles on it! hahah jk,

Will update soon,
Skaterdude

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Master Man Of Justice
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Posted: 28th Sep 2010 03:28
i would start learning in max, and drop all others, as you wont get a job with the other free programs.

skaterdude
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Posted: 28th Sep 2010 04:14
That is my intention. 3ds Max is considered the gaming industry standard, right? If it is, then I will focus on it, as it seems a very well equipped package. Well, I am a complete noob...but...it seems pretty slick.

If you don't mind Justice, or anyone else, I'd immeasurably appreciate it if you could give me any tips, advice, or epiphanies from your past to help me on my quest to learn this program.

I hate to ask again, but...

It's gaming industry standard, right?

and...

It's fully functional, to the point that you can make anything you can dream of?

P.S. I made a box! YESSSSS!

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Master Man Of Justice
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Posted: 28th Sep 2010 10:55
Quote: "It's gaming industry standard, right?"

yes.

Quote: "It's fully functional, to the point that you can make anything you can dream of?"

As close as you can get.

Quote: "I'd immeasurably appreciate it if you could give me any tips, advice, or epiphanies from your past to help me on my quest to learn this program."

Well, im no master of it, im the jack of all trades master of none, but most of your learning will come from problems.

And if you come across one just post on here or MSN me, im usually on MSN when im on my computer.

Gencheff
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Posted: 28th Sep 2010 18:28 Edited at: 28th Sep 2010 19:51
I know this is not the best example I could give , but I messed around with that revolver and put some hands.



Still needs a lot of fixing as you know.One thing that's new about the hands,I re-rigged them with more bones.

Update - Walking animation made.Experimental for now .Might give a preview later

Master Man Of Justice
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Posted: 28th Sep 2010 19:53
lol can you rig my magnum like that

Gencheff
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Posted: 28th Sep 2010 19:55
If I find some time for it , sure . The model seems very nice for it's poly-count and not a lot of changes will be needed compared to this one.

skaterdude
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Posted: 29th Sep 2010 00:34
Wow, Gench, I don't know whether to take that as helpful criticism or an insult.

Ahh, but, it doesn't matter. A month isn't long enough to know how to model professionally. Master Man, you got...108 weeks on me.

Anyways, Gencheff, the rigging looks okay, it's mostly my mad gun that ruins the picture.

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Gencheff
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Posted: 29th Sep 2010 19:13
Actually what I meant was the 2 models are very similiar and it would be easy to rig his revolver on-top of this one.

My first language is not English so misunderstandings will happen quite often.

skaterdude
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Posted: 7th Nov 2010 20:54 Edited at: 7th Nov 2010 22:16
Test...hmmm, guess it is still working.

Anyways, I added a gun I started on today: the LE 200 Series Sub-Machine Gun.

Any comments?

System: Windows 7, 2.5 Ghz Quad-Core, 1 TB HDD, 8 GB RAM, ATI Radeon HD 4650 | My Superheroes: bond1 and Errant AI

Master Man Of Justice
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Posted: 7th Nov 2010 21:43 Edited at: 7th Nov 2010 23:08
Quote: "Test"

More like mega bump with nothing to post :/

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Quik
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Posted: 7th Nov 2010 22:13
honestly.. what?!


[Q]uik, Quiker than most
skaterdude
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Posted: 7th Nov 2010 22:13
No, it wasn't a bump.

Actually, I thought that threads were supposed to close if there was no reply for 30 days. It had been over the 30 day limit, and yet there was still a diologue box, so I tested it. Furthermore, I did add more pics to my first post.

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Master Man Of Justice
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Posted: 7th Nov 2010 23:07 Edited at: 7th Nov 2010 23:12
Lol, i didnt see your first post (i always hit newest post), and the post you made only said Test at the time.

It looks okay.

It kind of looks like some sort of halo rifle.

You definitely need to get it looking more smooth (doesnt mean just chamfering), it needs to look like a gun you would hold.

Edgeloops are helpful in this situation, not only with subdivision (which i assume you arent doing yet), but in this situation, it makes chamfering a little bit more noob friendly, as you dont have to go scouting for ngons and rogue vertices.

Pretty much just select the group of edges you want to split and make sure it will meet itself back to where the edgeloop is started (pretty much the definition of it). Then you can scale or move or rotate to your hearts content.

Right now, im working on modeling 3 things, one of them is a G36c.
Maybe the wireframe will help you?
[Tip]
what helped me was, alot of these things are separate objects.
Iron sights
Rails
Grip
Barrel Cover
Rail holder
Receiver
Clip


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skaterdude
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Posted: 8th Nov 2010 00:08
I am simply awestruck. Tell me, do you own a G36c? If not, how are you so detailed? Do you use ten reference images from different angles?

I must say, it's really stunning. Looks better than Errant AI's. Not to hate on one of my idols, but I took a look at his in FragMotion, and the rails weren't actually modelled, they were made with a clever texture.

Hats off to you!

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Master Man Of Justice
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Posted: 8th Nov 2010 00:38 Edited at: 8th Nov 2010 00:47
you just made my day.

This is the site i used for all my reference images, and golly i wish i owned a g36, then i would go a little deeper in detail.
http://www.pixagogo.com/9724354151

[edit]
Im quite sure errant could have done the rails had he felt like it, i think it was more an optimization as fpsc9 is an old engine. Errant is far better then me (as of now).

skaterdude
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Posted: 8th Nov 2010 01:02
I'm not doubting his abilities, and I figured the same, it's just from a technical standpoint, your rails are better because...they exist.

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Master Man Of Justice
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Posted: 8th Nov 2010 04:13 Edited at: 8th Nov 2010 04:13
heh well, iam jacking your thread. for now.

I added some bolts and fixed alot of smoothing problems(basically deleted half the gun and re-connected with better flow)


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skaterdude
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Posted: 8th Nov 2010 13:45
If you don't mind, I'd be honored to write your .gunspec if you want it in FPSC.

I'm pretty good at it, Airmod and all.

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Master Man Of Justice
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Posted: 8th Nov 2010 15:59
Hahaha, we'll see, still got a long way to go before that.

Finish model
Unwrap
Texture
Animate

And i highly doubt Fpsc will tolerate this gun. The low poly is a bit too highpoly.

skaterdude
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Posted: 9th Nov 2010 01:14
I have to disagree with you there.

I've made levels where at any one time you would have at least 200,000 polies being rendered. My computer, with a bottom-of-the-line graphics card (at least, in 2007) handled it at a constant 60 fps.

People don't realize, FPSC x9 can handle anything we throw at it that agrees with DirectX 9. What's your current polygon count? Errant AI's G36C is about 4,500 with arms. Actually, your current model would MORE than suffice as your highpoly. If people thought Errant's 2,000 poly models were groundbreaking, yours would hold up without a mere semblance of a thought. Just remember, you can make optimizations. The areas around the barrel, the parts farthest away from the FPS camera, and the parts under the gun don't have to be silky smooth. Then your lowpoly could be a greatly simplified cardboard cutout with a legit texture and UV Map.

Trust me, FPSC is a lot more powerful than people give it credit for.

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Master Man Of Justice
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Posted: 9th Nov 2010 15:55
Quote: "Then your lowpoly could be a greatly simplified cardboard cutout with a legit texture and UV Map."


Normal maps arent that powerful lol.

My finished low poly is 6,500 tris without arms.

Vent
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Posted: 10th Nov 2010 01:53 Edited at: 11th Nov 2010 00:06
Yeah, that would be a little high for FPSC, but unseen parts could be deleted, anyway, thats a really nice G36C

On topic, your guns look alright skaterdude, a little rough, but not bad

Master Man Of Justice
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Posted: 10th Nov 2010 04:58
lol thanks, i posted the final high poly in my thread.

skaterdude
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Posted: 21st Nov 2010 19:27
Alright, Master Man. Neatly filed away my Sci-Fi guns, and tried my hand at a more present day firearm. What do you think?

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Master Man Of Justice
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Posted: 22nd Nov 2010 23:07
looking pretty good good grip. Alot of improvement made.

waiting to see this finished

skaterdude
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Posted: 27th Nov 2010 02:24
Alright, Master Man, I modelled the slide, the barrel, and the sights. I'm about 95% done, but i can't figure out how the heck to model the part where the shell is discharged. Any ideas?

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Eminent
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Posted: 27th Nov 2010 03:21
775 polies? Really? Looks WAY more than that.


Master Man Of Justice
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Posted: 27th Nov 2010 17:33


1.When the slide shoots back, the shell is ejected from a part where the barrel is open.
2.The left side of the gun still has the barrel covered when the slide is back.

Look up more references and you'l find what you need



gallery of glock pictures

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