Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / My 4th attempt at a weapon (It is better than my other attempts!)

Author
Message
Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 15th Aug 2007 02:09 Edited at: 16th Aug 2007 02:57
Okay I'm starting the Texturing stage but I want to know what you think first. Here is the model (see bottom of post) What do you think the poly count is 516 polys


Want a Storyline for your game? Email me at [email protected]
Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 15th Aug 2007 13:11 Edited at: 15th Aug 2007 14:00
Come on! Get out of the shadows! 28 views and no reply come on! I posted this 8hrs ago.

Silvester
20
Years of Service
User Offline
Joined: 7th Dec 2005
Location: Netherlands
Posted: 15th Aug 2007 16:00
Looks quite good for a 4th attempt,better then mine anyway...But it looks kindof,Boxy.


Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 15th Aug 2007 16:13
It looks better in FPS way.

Van B
Moderator
23
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Aug 2007 17:16
The best way to improve or learn to model weapons is to recreate an existing gun, something you can get a lot of media for, then try to recreate it in as few polygons as possible.

Even if you never plan to use real world guns in a game, you should do a few of those, because loading up a modeller with only a rough idea is not gonna give you good results until you can see the model from a realistic standpoint. I mean a lot of people make sci-fi style weapons without considering what it all does, the weapons in use today tend to be as compact and as light as possible, and this is something that you should learn to replicate by making real weapons.

Take the human weapons in Halo as an example, the shotgun, handgun, and rifles are all fairly recent looking, they work just like traditional weapons, the more rediculous ideas are reserved for the non-human enemies. If you want to make a futuristic shotgun, then take the modern day combat shotgun (like in BF2), and consider what would evolve - say the ammo delivery system, change that to a magazine, and the shell eject, maybe have the shell eject neatly, pushing a little metal flap as it goes out. It the details like that which are easy to miss when designing your own guns that makes the difference. By studying real weapons and recreating them, as functionally as you can, you end up being able to come up with believable designs that look good.

Maybe the easiest weapons to make are grenades, but theres a lot you can do with a simple frag to make it a great weapon. For instance, if you properly model the pin and pull mechanism, you can have it work just like a real grenade, have the ring-pull bob up and down when a character is running - things like that make a lot of difference.

I know it's only your 4th gun model, but your work is gonna be limited until you start designing the guns as if they already exist, even if they don't. Small realistic details and moving parts is the only way to make your guns believable, and there's tons of guns out there that can give you ideas. You might even have an airsoft pistol or something that would be great for copying, they tend to have similar moving parts to their real-life counterparts, even the really cheap ones.

We're going down... in a spiral to the ground...
Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 15th Aug 2007 17:37 Edited at: 15th Aug 2007 18:02
I did. I used the Berreta Rx4. And no it is not boxs piled on eachother. Oh and i forgot to add the ammo edit: added the ammo and now the polycount is 544 exact. Could someone texture this for me PLS Sorry for the request. But I'm in desperate plea! Because the Uv map is way to busy look.


Dared1111
19
Years of Service
User Offline
Joined: 25th Oct 2006
Location:
Posted: 15th Aug 2007 18:54
can you give us a picture of your weapon?

Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 15th Aug 2007 19:58
I did.

Seppuku Arts
Moderator
21
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 15th Aug 2007 20:05
I think he means the one you're basing your model off of.

At the moment your model is very boxy, try to smooth with outward extrusions (and then resize the new polygons to make it look smoother) or bevel out polygons. Then start adjusting the model to look more well, gun like. At the moment it looks like a 3D model following a 2D outline - so you might want to start looking around the 3rd dimension a bit more now that you've had some practice. I think you've looked at my tutorials before (I'll re-provide the link if you don't have it). I'd probably refer to the part on cutting/knifing if you haven't already - that way you can make improvements on your current model.

If you give me a moment (I'll be doing my dinner in a moment, as my evenings tend not to be computer related, I may end up posting tomorrow) I'll write up a tutorial into improving your model at its current stage.

Hakuna Matata
Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 15th Aug 2007 20:54
Oh okay

Seppuku Arts
Moderator
21
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 15th Aug 2007 20:56 Edited at: 15th Aug 2007 20:57
Right, I've done you the little tutorial of gun modelling just as I just found the time. It uses tools I know Blender has.














Hakuna Matata
Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 15th Aug 2007 21:17
Thanks for the Tutorial.

Seppuku Arts
Moderator
21
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 15th Aug 2007 21:52
No problem, I hope it's useful.

Hakuna Matata
Raven
21
Years of Service
User Offline
Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 16th Aug 2007 12:11
bad seppuku, you should be ashamed doing it that way
this said, i'm a little shocked at the sheer qualty difference between you're character models and weapons deathead.

i've found the best route to take for models that i'm not that adept at making is to break them down like i do with sketching into the base shapes. then simply add the detail while linking them all up.

got the day off of work, so might sort out a quick vid to show you how i'd model a simple weapon in maya. i mean you don't really need to think about the whole "is it too boxey" aspect simply because most weapons ARE boxey; you can't add in rounded edges without killing the effect of the weapon.

I'd also say that modelling the extremities in the most simple way before adding depth is another very good way to make sure the model will look solid and sleak rather than all crookied (akin to seppuku's there) providing a better end-effect and asthetic.

Seppuku Arts
Moderator
21
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 16th Aug 2007 12:59
Quote: "bad seppuku, you should be ashamed doing it that way"


I know and I knew I would get told off for it , but he can fix that once he's gotten more experienced, I just went for the simple method so that he can understand more and get better results. Besides that's my first gun model as weapons aren't my fancy in modelling.

Hakuna Matata
Deathead
19
Years of Service
User Offline
Joined: 14th Oct 2006
Location:
Posted: 16th Aug 2007 17:25
Hehe. I lie This is my 3rd attempt at a gun I'll use that method for my blaster weapon


Want a Storyline for your game? Email me at [email protected]

Login to post a reply

Server time is: 2026-07-26 17:11:55
Your offset time is: 2026-07-26 17:11:55