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3 Dimensional Chat / Models I have been working on

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Hunter H111
17
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Joined: 29th Jun 2007
Location: United States
Posted: 5th Nov 2008 04:50
I started making this assault rifle today. It is for my FPS and I am not realy focusing on the grip area. I want to keep it as low poly as possible. tell me what you think.

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Hunter H111
17
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Joined: 29th Jun 2007
Location: United States
Posted: 5th Nov 2008 04:55
Heres another.

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New World Order
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Joined: 31st Oct 2004
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Posted: 5th Nov 2008 12:55
hey!
a very cool looking gun - nice and compact, sortof like the p90^^

youre doing a good job on the low poly-idea, though I think it would't hurt to smooth out the edges a bit more.. Though I can't really see from the screens howmany edges the screws have (where thee scope is attached and on the scope itself..) You might be able to save a handfull of polys there..
The rest is really cool-looking I love the design with the handle, and the grip/mag area... (though the mag may not contain alot of bullets for an extended firefight )
cheers!

oh p.s.: am I right in guessing from the render that you are using blender?
Hunter H111
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Location: United States
Posted: 5th Nov 2008 17:20
this is a picture of the scope and I think the knobs and screws are at a good low-poly count.

By the wway, I use Wing3D for the render.

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Alucard94
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 5th Nov 2008 17:50
The gun is awfully blocky, try beveling/chamfering the edges a little bit and round the overall shape out, it'll help a lot. I realize that you, as many new people, seem to define "low-poly" as "boxy" for some reason, but chamfering edges and adding that little extra detail is very possible under 1000 polygons, which is well enough polygons.


Alucard94, the member of the future of the past.
Hunter H111
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Location: United States
Posted: 6th Nov 2008 02:17 Edited at: 6th Nov 2008 02:18
I added a little bit of beveling. Let me know if there are any areas that could use more.

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lazerus
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Joined: 30th Apr 2008
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Posted: 6th Nov 2008 19:43
maby a chip off the stock to give it more depth-

(//just to clarify// by that i mean chamfer or cut a triangle out of the top of the stock near the end)(the back of the gun where your shoulder rests)


http://www.freewebs.com/lazerus/
Hunter H111
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Location: United States
Posted: 6th Nov 2008 22:55
Like this? I'm a little confused.

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lazerus
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Posted: 11th Nov 2008 12:21
yeah its just to add that extra depth to the gun, plus it helps with smart aim,(so new ppl dont lose there jaw/nose/eye on the recoil)

lookin forward to the texture

cheers cb


http://www.freewebs.com/lazerus/
Jesusaurisrex
16
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Joined: 5th Aug 2008
Location: the heart and soul of all
Posted: 13th Nov 2008 00:27
hey hunt you want me to try texturing that? or you wana give it a shot this time. i have gotten better since last time (and a lot better on the scratches and edges)

and don't worry about the stock, you wont see it in your game anyway.

looks really good, keep up the good work

Hunter H111
17
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Location: United States
Posted: 13th Nov 2008 03:49
I would appreciate it if you would texture it, but let me create a UV map first and then I will email it to you.
Jesusaurisrex
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Posted: 14th Nov 2008 00:55 Edited at: 14th Nov 2008 00:56
sweet. do you remember how to map the cylinders though?
i would also appreciate if you gave me the map and a second image with labels over certain parts of the gun, remember last time i had that problem of never knowing which parts where which. or just come over here and tell me while i make the texture. you would learn more that way anyway.

Hunter H111
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Location: United States
Posted: 14th Nov 2008 04:24
How about we work on it this weekend.
Jesusaurisrex
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Posted: 14th Nov 2008 05:19
deal

Hunter H111
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Location: United States
Posted: 28th Nov 2008 00:42
This is a hand that I plan to use with the guns I make. Tell me what you think about the edge flow.

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Hunter H111
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Location: United States
Posted: 28th Nov 2008 00:45
Here's a picture of the back.

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Oolite
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 28th Nov 2008 01:17
If you don't plan to rig this then you can get rid of a fair few lines on there. If you do, start again and use pictures of the muscles in the hand and work from there, i'd dig mine out but i have to give a presentation tomorrow morning to a lecture theatre of 40 odd people and i'm tired.


<yes, the link doesn't work, deal with it.>

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