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3 Dimensional Chat / Ak 47 Model

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Crav3
17
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Joined: 14th Oct 2008
Location: Down Under
Posted: 30th Jan 2009 22:50 Edited at: 31st Jan 2009 00:48
Hmmm I got bored at home,
So I spent the day making an ak47. I wasn't exactly aiming for Low poly because I was trying to fit as much details as I could, Then leave the rest to the normal map. Currently It's 969 Polys,1,774 triangles. I suppose I want to add some customization such as optic sights and such when Its completed. So I'll have to leave some extra room for the UV. C & C Welcome. Texture Coming right UP!

Well enough chit chat, here are some screens:








henry ham
18
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 31st Jan 2009 00:29
looks good mate i like it

Crusader2
17
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 31st Jan 2009 01:16
Ohhh... Me likey...

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Demon Air 3D
17
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Joined: 16th Sep 2008
Location: England
Posted: 31st Jan 2009 02:09
very good
Toasty Fresh
19
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 31st Jan 2009 08:14
Looks pretty good mate, not too shabby.
tjaabee
19
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Joined: 14th Apr 2007
Location: somewhere
Posted: 31st Jan 2009 10:02
Nice, it's only missing the tiny screws...

Best.

Yor mod has been erased by a signature. (Oops... something is wrong)
petsall
18
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Joined: 25th Apr 2008
Location: Finland
Posted: 31st Jan 2009 11:46
Cool work crav3

music is like candy - you throw away the rappers - Oppositing force
Crav3
17
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Joined: 14th Oct 2008
Location: Down Under
Posted: 31st Jan 2009 11:59
Thanks Guys, As for the screws, It can easily be normal mapped in. Apart from that I think I'll add an extra edge loop to the magazine to round it off a bit more. For the time being I'm trying to keep it under the 1000 poly mark.

I Posted to see if I could get some critique but looks like I'm all good, after a years modeling . May possibly be free to the fpsc community with some cs style hands If I finish.

Alucard94
19
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 31st Jan 2009 12:24
One thing is that the handle's geometry has a couple unnecessary edge-loops.


Alucard94, the member of the future of the past.
Crav3
17
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Joined: 14th Oct 2008
Location: Down Under
Posted: 31st Jan 2009 12:39
I'm guessing where you mean the metal meets the wood, Pretty simple seeing as I'm going to use projection mapping in that case to lose that edge loop. So it's meant to be like that.

Errant AI
19
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Joined: 24th Aug 2006
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Posted: 31st Jan 2009 13:08
Consider modeling the ejection opening in the upper and bolt as well as the selector/safety (the position you have the tabbed bit at is too high and the safety would be on in that position. Maybe give the forearm some better definition as well. You have the rear sight really detailed out but it isn't too accurate. I can't really give more crit because I don't know what kind of AK it is. Right now, it looks like sort of a hodge-podge of different kinds. All-in-all, looking good so far.
JLMoondog
Moderator
17
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Joined: 18th Jan 2009
Location: Paradox
Posted: 31st Jan 2009 17:03 Edited at: 31st Jan 2009 17:05
Only thing I saw was this overlapping poly(though i could be wrong...4 points at extreme angles):

Other then that, nice work, can't wait to see a texture on this.
Image All
20
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Joined: 30th Dec 2005
Location: Home
Posted: 31st Jan 2009 18:49
I would have cut that this way:



Remember those old guys? They made epic renders, I think one of them was called DaVinci, and all they used was MS Paint. Sometimes it's just skill....
Crav3
17
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Joined: 14th Oct 2008
Location: Down Under
Posted: 31st Jan 2009 21:43
@Errant
Yeah, Will fix and define the forearm.I think the Ak is a Hudson AK-47 2008 version.

@Josh Mooney, Image All
Thanks guys I didn't see that one. I'll fix it right away.

=Acid=
17
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Joined: 10th Feb 2009
Location: Australia
Posted: 15th Feb 2009 09:49
Something wierd was happening to my old account.
Anyway Some more work Guys..

Wire:

It's Peaking at 2300 Triangles. I'm estimating to keeping it under 3500 for the time being.

C&C welcome.
=Acid=
17
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Joined: 10th Feb 2009
Location: Australia
Posted: 16th Feb 2009 10:53 Edited at: 16th Feb 2009 10:54
Yet again more work. The extra loops are to sort out he smoothing errors. Peaking at 2400 triangles.
Had to fix the stock and the back a bit.
Don't worry about the N-Gon on the side. No mesh optimizations have occured yet.


More coming soon!
Aaagreen
18
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Joined: 4th Sep 2007
Location: City 17
Posted: 16th Feb 2009 19:08
Whether you were aiming for it or not, you've managed to make a model that is at it's lowest poly count for top quality.

Your signature has been erased by a mod - Please reduce the combined size to 600x120 maximum size
Aelin
17
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Joined: 18th Feb 2009
Location: Infront of my computer.
Posted: 18th Feb 2009 21:18
Very nice It's pretty smooth, and the polycount isn't outrageous for today's hardware.

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