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3 Dimensional Chat / Fist-Blaster WIP

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Gamers Gear
18
Years of Service
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Joined: 15th Jun 2006
Location: Sweden
Posted: 29th Oct 2007 05:52
The Fist-Blaster is a special light weigth gun that can be attached on a combat glove, fires bullets of plasma at high speeds.

Well thats what I made up in the fancy info side so far, I don't even know how you shoot whit it yet!

Going to be a weapon in my future Multiplayer FPSC game "Bloodfest", might be dual wield as well.


non-textured, 181 polygons all in all.



A closer look at the UV map, the second UV map I ever made in 3D modeling, still far from perfect.



It's amazing what you can do whit only filters isn't it?

Gamers-Gear the only gear you need!
RUCCUS
19
Years of Service
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Joined: 11th Dec 2004
Location: Canada
Posted: 2nd Nov 2007 17:31 Edited at: 2nd Nov 2007 17:32
The uv map is really bad... the hand is decent except there are no extra edge loops at the joints for animation, unless you're planning on keeping the hand in that pose for good.

Also the wrist/forearm are too skinny, right now the width - height ratio looks like its about 2:1, when really it should be around 2:1/5.

Person99
18
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Joined: 15th Dec 2005
Location: Good question
Posted: 2nd Nov 2007 18:53
The hand needs to be smoothed, and is far too skinny.

Once that is fixed it will look great.

If you use blender, you might try using the mark seam manually to make the UV map work out, and just use scale and smooth to make the hand look better.
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 4th Nov 2007 01:51
Dont use smoothing to make it look better. A) It wont look better, it'll just look like a rubber glove, and B) There's no skill or art involved.

dark coder
22
Years of Service
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Joined: 6th Oct 2002
Location: Japan
Posted: 4th Nov 2007 12:45 Edited at: 4th Nov 2007 12:47
Quote: "The uv map is really bad"


Why is it bad? Sure each part of the limbs maybe separated but with some good 2D work this shouldn't be much of an issue, the actual UV map is fairly well made and uses a lot of the mapping space which is rare to see around here.

Quote: "Dont use smoothing to make it look better"


If by smoothing you mean MeshSmoothing then why not? If he MeshSmoothed that hand by 1-2 iterations he may well end up with a rubber glove like model but doing a MeshSmooth does not mean it's impossible to edit the mesh afterwards to tweak it. After all his fingers are currently extruded rectangles, if you MeshSmooth this then you'd end up with a cylinder with a rounded edge at the finger tips, unless I'm mistaken all fingers are more or less like this.

Quote: "There's no skill or art involved."


True there is no skill involved with just applying such a filter/modifier but does this not go for extrude, chamfer and any other tool to make your life easier? As there is such a technique as Subdivision Modelling whereby you make a low detailed mesh which is easy to edit and meshsmooth it which is ideal for organics.

David R
21
Years of Service
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Joined: 9th Sep 2003
Location: 3.14
Posted: 4th Nov 2007 13:06 Edited at: 4th Nov 2007 13:07
Quote: "Dont use smoothing to make it look better."


While you're at it, don't use polygons either, it shows no imagination.


09-f9-11-02-9d-74-e3-5b-d8-41-56-c5-63-56-88-c0
Alucard94
17
Years of Service
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 4th Nov 2007 13:58
David R has a valid point, I never use polygons faces or edges to make my models, because I think they are to easy to produce and shows no skill at all, instead I just take a piece of paper, draw the thing I want to model and then push it into the cd-rom drive...

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
AndrewT
17
Years of Service
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 5th Nov 2007 02:40
LOL @ David R and Alucard94!!

asdsdfaghkdlgahdfkj.
RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 6th Nov 2007 04:07 Edited at: 6th Nov 2007 04:16
<edit>

Nevermind, have a great day .

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