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3 Dimensional Chat / Scifi Automatic Shotgun!

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darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 12th Dec 2008 04:01
Here is my latest model, a fully automatic scifi shotgun! Here are some renders. Hopefully I can get this textured and everything but I am crap at UV maps, so if anyone could help it would be appreciated.








Sushi01
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Location: Houston, Texas
Posted: 12th Dec 2008 06:58
what program you using, if its max i can help you with uvw if you want
henry ham
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Posted: 12th Dec 2008 09:32
looks good mate ,can we see a wireframe ?

darimc
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Location: Canada
Posted: 12th Dec 2008 12:54 Edited at: 12th Dec 2008 12:56
Thanks, here is a wire frame and a picture of the clipmag.0




EDIT: I am using milkshape but I can export to any format for UV mapping, hopefully someone can help.



Quik
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Posted: 12th Dec 2008 13:32
looks good

Quik, Quiker than most
Mr Tank
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Location: United Kingdom
Posted: 12th Dec 2008 17:35
I like it.

darimc
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Location: Canada
Posted: 12th Dec 2008 19:49
Thanks guys.



Deathead
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Posted: 13th Dec 2008 23:17
Not to sound picky. But having a weapon so compact doesn't look right especially that it has such a assualt rifle feel to it.



darimc
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Posted: 13th Dec 2008 23:33
Ok, but it isn't really an assault rifle, it's a shotgun but I see your point.



CoffeeGrunt
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Posted: 13th Dec 2008 23:45
Also, shotguns wouldn't have scopes, seeing as shotguns are short-range weapons, and are mostly useless at longer ranges that require scopes.....

darimc
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Posted: 13th Dec 2008 23:54
Oh yeah, maybe I should make it just a regular rifle, because I really like the scope.



CoffeeGrunt
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Posted: 13th Dec 2008 23:56
So do I lol...

darimc
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Posted: 14th Dec 2008 00:16
Ok, it is now a rifle.



Strelok
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Posted: 14th Dec 2008 00:31
Looks nice darmic , can't wait to see it with the texture.

darimc
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Posted: 14th Dec 2008 00:39
Thanks, but unfortunately, my texturing kind of lacks, but I will do my best.



Deathead
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Posted: 14th Dec 2008 01:36
I think you not getting me..
Its too small! Too stumpy. So it has no reason to have a arm rest, and as it is so small and compact it looks weird.



darimc
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Posted: 14th Dec 2008 02:13
I understand where you coming from and I understand your opinion but I just don't agree. I feel that it looks the right length. But thank you for your suggestion.



puppyofkosh
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Posted: 14th Dec 2008 03:34
Meh, its not too stumpy, is it? Maybe a little out of proportion, but its scifi, so whatever. And maybe some more sides on the cylinders in the front of the gun?
darimc
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Location: Canada
Posted: 14th Dec 2008 14:30
Here is the beginning of the texture.





meteorite
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Location: The Capital Wasteland
Posted: 14th Dec 2008 14:36
Quote: "Also, shotguns wouldn't have scopes, seeing as shotguns are short-range weapons"


You sir, have nt played Rainbow Six Vegas

Looks good Darimc


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Red Eye
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Posted: 14th Dec 2008 14:38
nice


Red Eye Productions © Copyright 2008
CoffeeGrunt
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Posted: 14th Dec 2008 14:40
Quote: "You sir, have nt played Rainbow Six Vegas"


No, I haven't lol...

I like the texture so far Darimc...

darimc
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Posted: 14th Dec 2008 14:45
Quote: "I like the texture so far Darimc..."
Thanks, I think the colours look well together, I will start on detailing and actually adding texture to them later today.



CoffeeGrunt
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Posted: 14th Dec 2008 14:57
By the way, is this for what I think it's for?

Deathead
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Posted: 14th Dec 2008 15:54
Texture needs some major working. Look at these tutorials for help.
http://st.burst.cc/



darimc
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Posted: 14th Dec 2008 18:33
Quote: "By the way, is this for what I think it's for?"
What do you think it's for? LOL.

Quote: "Texture needs some major working. Look at these tutorials for help."
Umm... LOL. It obviously isn't the final texture, if you read what I wrote you would have seen that. It is merely the beginning of it. Please read before commenting.



Alucard94
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Location: Stockholm, Sweden.
Posted: 14th Dec 2008 18:42
Quote: "Umm... LOL. It obviously isn't the final texture, if you read what I wrote you would have seen that. It is merely the beginning of it. Please read before commenting.
"

No but the parts that seem to be done still needs a lot of work. For example that handle.


Alucard94, the member of the future of the past.
CoffeeGrunt
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Posted: 14th Dec 2008 18:48
Quote: "What do you think it's for? LOL."


Deca's game?

darimc
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Posted: 14th Dec 2008 19:35
Quote: "No but the parts that seem to be done still needs a lot of work. For example that handle."
None of the parts should seem to be done, because none of them are.

Quote: "
Deca's game?"
I haven't decided yet, possibly.



darimc
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Posted: 16th Dec 2008 22:45
Does anyone think they can uv map this for me? Mine is really bad.



henry ham
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Posted: 16th Dec 2008 22:52
Quote: "Does anyone think they can uv map this for me? Mine is really bad"

if i was you mate i would try to do it yourself ,you wont get any better at it if you dont try .every time i uv map somthing i get better at it. (im still crap though but getting there)if you have to do it 2 or 3 times to get it right it will be worth it in he end.trust me

good luck

ps why not post a screenie of your uv map we may be able to give you some pointers.

cheers henry

RUCCUS
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Posted: 16th Dec 2008 23:14
nice wooden veneered handle on a golden assault rifle / shotgun . If all else fails it'll distract the enemy .

darimc
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Location: Canada
Posted: 16th Dec 2008 23:39 Edited at: 17th Dec 2008 02:25
Quote: "ps why not post a screenie of your uv map we may be able to give you some pointers.
"
Okay, it is attached. But I warn you, small children may be frightened by the awfulness of the UV map.

Quote: "nice wooden veneered handle on a golden assault rifle / shotgun . If all else fails it'll distract the enemy ."
LOL.



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puppyofkosh
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Posted: 17th Dec 2008 01:38
Where is the map?
darimc
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Posted: 17th Dec 2008 02:25
Must have forgotten it, it is in the last post.



RUCCUS
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Location: Canada
Posted: 17th Dec 2008 04:31
Yeah... that map is pretty bad dude.

Here's some tips:

- First of all, model your mesh with UV Mapping in mind. Obviously the more polygons you have, and the more conjested they are, the more time it will take to make a decent map.

- Your first goal is to try to create the least amount of seams possible. That means stitching edges together in the map wherever you can within reason.

- Your second goal is to cut down on having to re-draw similar textures, by overlapping UV's. For example objects that are symmetrical (like your gun) only need to be textured on one side and then the texture can be duplicated onto the other side. To do this you can either cut the mesh in half and then UV map it, texture it, and mirror the mesh back to it's original state, or you can just planar map symmetrical faces together (using your gun as an example, you'd select all of the faces on either side of the gun pointing sideways, IE the sides of the gun, and planar map that to cause the UV's of either side to overlap and line up with each other, making both UV's take texture data from the same portion of the texture image.

- Keep your UV map dimensions in multiples of 2! Eg; 128 x 128 or 512 x 512 or 1024 x 1024.

Probably stuff you already knew but I thought I'd throw it out there, as your current UV map has a LOT of problems.

-

darimc
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Posted: 17th Dec 2008 22:32
Actually I didn't know some of that stuff, thanks!



Replay the Master of Time
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Posted: 22nd Dec 2008 07:26
hey darimc it looks a bit like the assault rifle from halo
and the handle looks a little dark. you should fix

None can withstand the awesome force that is time...
visit my site www.fpsc-ware.webs.com

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