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3 Dimensional Chat / Type 14 Nambu WIP

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Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 1st Jan 2009 08:30
Hey, all. I hope you aren't getting sick of all of my models taking up forum space?

Anyway, I'll keep this simple. People on the FPSC boards have been asking a lot for WWII weapons, so I'm taking it upon myself to make a WWII weapons pack. The first model in line is the Type 14 Nambu, one of my favourites.

Believe it or not, I've actually decided to get off my ass and texture it as well.



Please give some comments to how I can improve.

prasoc
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Posted: 1st Jan 2009 15:00
It looks very good, but the design for the gun is strange (but most ww2 weapons are strange in design )
CoffeeGrunt
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Posted: 1st Jan 2009 15:05
It looks strange, in fact, with the right texture, that'd look like some cool alien pistol or something...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
prasoc
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Posted: 1st Jan 2009 17:38
Yeah they have it in cod:w@w and i laughed when i first saw it
CoffeeGrunt
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Posted: 1st Jan 2009 17:45
Lol, I noticed the Ambient Occlusion, you're favourite new feature...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Toasty Fresh
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Posted: 2nd Jan 2009 09:12
I know, It's so awesome that you practically don't need textures...

Here's my reference image; http://upload.wikimedia.org/wikipedia/commons/e/e2/Type_14_Nambu.jpg

Toasty Fresh
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Posted: 3rd Jan 2009 04:45
BUMP. I have been working my ass off to finish this thing, if no-one cares then I suppose I could just stop.

xyzz1233
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Posted: 3rd Jan 2009 05:13 Edited at: 3rd Jan 2009 05:14
Looks good. Only thing is that the ring thing around the trigger looks like it should come forward a little further, and that there is some kind of lever on the back that you missed.

Aside from comparing with the reference picture, the design of the gun looks pretty good, albeit slightly strange, like CG said. Regardless, if you get it rigged it'll be great.

Toasty Fresh
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Posted: 3rd Jan 2009 05:15
Oh, the lever thing is a clip, I think. It's there, you just can't see it from the angle.

The trigger guard is a bit wonky, I know. I seem to be bad at those bits.

Crav3
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Posted: 3rd Jan 2009 06:34
Looking good, But you still haven't applied smoothing groups to any of the faces, that give out the hard edges. I want to see this textured please lol. oh and the cylinder has way to many faces, you could just give it the illusion it is smooth with the smoothing groups. As an 3d artist it is very important to optimize mesh areas wherever required. Still your doing a great job. I think your good enough at modeling, so how bout some texturing?
Toasty Fresh
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Posted: 3rd Jan 2009 06:54
Quote: "But you still haven't applied smoothing groups to any of the faces, "


I have, look at the second screen.

But anyway, I've textured a bit more. Here's a screen.



Yes, I know, it's a bloody mess. There are seams everywhere, but I'm still working heavily on it.

Crav3
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Posted: 3rd Jan 2009 08:00
Looking good anyway, increase the brightness of the wear.
Toasty Fresh
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Posted: 3rd Jan 2009 12:46
The wear? What do you mean by that?

Alucard94
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Location: Stockholm, Sweden.
Posted: 3rd Jan 2009 14:06
Quote: "BUMP. I have been working my ass off to finish this thing, if no-one cares then I suppose I could just stop.
"

It hadn't even gone one day. Patience.


Alucard94, the member of the future of the past.
henry ham
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Posted: 3rd Jan 2009 14:27
Quote: "The wear? What do you mean by that?"

i think he means the scratches.

nice job so far mate

cheers henry

Strelok
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Posted: 3rd Jan 2009 14:43
yea I like it ,can't wait to see it textured.

best

Toasty Fresh
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Posted: 3rd Jan 2009 23:22
Quote: "It hadn't even gone one day. Patience."


Yeah, I'm sorry, I had a bit of a rough day...

The texture is nearly finished, I'll post another screen when it's done.

Thanks for the comments!

Demon Air 3D
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Posted: 4th Jan 2009 04:54
awsome work hope to see more of this
Fuzz
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Posted: 4th Jan 2009 09:26 Edited at: 4th Jan 2009 09:35
Hey thats sweet

by the way, where do you live in Australia?

Bejasc3D
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Posted: 4th Jan 2009 09:56
Fuzz, dont ask questions like that.

This is shaping out to be one nice model

Good luck with the seams, and the (thing that you know im talking about) - this community needs it!

Toasty Fresh
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Posted: 4th Jan 2009 11:55
Thanks, SandVich and Fuzz.

Quote: "Fuzz, dont ask questions like that."


Don't worry, it's fine. I'm from Victoria.

SikaSina Games
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Posted: 4th Jan 2009 12:43
This looks nice, looks just like the one from Call Of Duty: World At War. If this would go into FPS Creator, I'd probably buy it if I was making a war game!

-FCV

Errant AI
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Posted: 4th Jan 2009 14:11
Toasty, the model looks solid but a few things...

1. When presenting a FPP model, it is most helpful to see a rear 3/4 angle because that is mostly what matters as you don't see the front unless committing suicide.

2. Remove the lights/ambient occlusion because it gives a false sense of texture quality when you are texturing. It's ok for an untextured model but ultimately it sets you up for disappointment. Overall, it looks like a faithful representation. So, good job!

3. Show a pic of what it looks like when cocking,shooting, etc.

4. If you're going for a pack, be mindful of things like cylinder sides on the barrel. It's fine for this pistol as standalone because it's not high-poly but if, for example, you include a more geometrically complex weapon and need to have the barrel with less sides to keep polycount in-line it might look inconsistent.
Toasty Fresh
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Posted: 4th Jan 2009 23:36
Okay, thanks for the comments Errant.

Here's some with a 3/4 view. I removed the ambient occlusion, but I'm still learning with Blender; I tried removing the lighting as well but then the model just showed up black.



CoffeeGrunt
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Posted: 4th Jan 2009 23:40
Can I ask you, how do you export the UV Map so that it has the polygons mapped onto it?

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Toasty Fresh
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Posted: 4th Jan 2009 23:43
Oh, you just save the UV layout as an image in the UV mapping window, and then load the image into the UV mapping window.

CoffeeGrunt
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Posted: 4th Jan 2009 23:44
I just get the background though...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Crav3
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Posted: 4th Jan 2009 23:55
Looking good, Wood could use some work, have a look here
http://psdtuts.com/tutorials-effects/the-ultimate-wood-texture-tutorial/
And then Just change the hue saturation to suit the original wood in the ref image.
Lower the opacity of the black lines on the wood a bit. And there a little bit thick.

Keep going!
Toasty Fresh
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Posted: 5th Jan 2009 00:29
Ah, thanks for the resource Crav3. It was my first try at wood, so yeah....

Fuzz
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Posted: 6th Jan 2009 07:41
Looking great. Keep up the good work.

Im from Tasmania lol

Venge
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Posted: 6th Jan 2009 22:16 Edited at: 6th Jan 2009 22:16
@CoffeeGrunt:



Click this button.

Rap music: my favorite oxymoron.

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timmie124
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Posted: 6th Jan 2009 22:20
Quote: "Can I ask you, how do you export the UV Map so that it has the polygons mapped onto it?"


http://forum.thegamecreators.com/?m=forum_view&t=138516&b=3

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