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3 Dimensional Chat / sci-fi gun

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misfit44
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Posted: 14th Feb 2009 19:11
sci-fi rifle thing ive just made, just need to uv map and texture and will post some more screens. tell me what you think please.

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misfit44
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Posted: 14th Feb 2009 23:08 Edited at: 15th Feb 2009 12:55
Pritty much finished the texture. there you go.
picture attached

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Mr Bigglesworth
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Posted: 14th Feb 2009 23:35
I like it, I have been modeling a gun kinda like that, but not as good.

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Demon Air 3D
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Posted: 14th Feb 2009 23:43
looks great.
=Acid=
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Posted: 15th Feb 2009 04:19
Not bad, Seems as though You have the whole mesh set on one smoothing group making it all look smooth. You need to assign different Smoothing groups to groups of faces where it is flat.
The texture Is lacking in some areas.

Next time upload via imageshack or tiny pic rather than attachments.
misfit44
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Posted: 15th Feb 2009 12:54
Thankyou for the comments
-GERM
-DEMONAIR
-Acid, yes i have used one smoothing group for the whole weapon, the next weapon i work on i will use different smoothing groups on various areas. which areas of the texture are lacking..??

thanks once again.
=Acid=
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Posted: 16th Feb 2009 10:51
The metal at the front and also the barrel seem quite dull. Needs a better base texture.
Have a look here for a better guide:
http://st.burst.cc/tutorials.htm
misfit44
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Posted: 16th Feb 2009 14:27
Thanks for the link, _Acid lots of cool tutorials on there should help alot.
misfit44
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Posted: 16th Feb 2009 15:56


Just finished this weapon, just began to to texture it, so lots more to be done. Its a sort of toxin/chemical spraying weapon that melts yours enemies.
Asteric
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Posted: 16th Feb 2009 15:59
erm, not entirely sure what that weapon needs a scope for, it is a close range weapon, seems a bit pointless if you ask me

misfit44
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Posted: 16th Feb 2009 16:02
lol yes the scope is abit pointless but looks abit bare without it
Asteric
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Posted: 16th Feb 2009 16:05
after all it is up to you, another thing i should point out is the handle, seems ver uncomfortable when using the weapon

misfit44
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Posted: 16th Feb 2009 16:11
yer, lucky i wont be holding it, but i could always move the handle so its straight rather than at a 45 degree angle. but i have no real intention to put this weapon in a game engine mainly for practice purpose's so may just leave it.

But thanks for the comments mate.
Asteric
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Posted: 16th Feb 2009 16:13
Hey no problem, but eerr, i meant the other handle

misfit44
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Posted: 16th Feb 2009 16:17
How should i change it so its more comfortable to hold..?
Asteric
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Posted: 16th Feb 2009 16:25
well im not sure but the general shape of it makes it seem hard to hold, not really sure what it is, this is just a suggestion but it may work upside down instead, up to you mate

misfit44
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Posted: 16th Feb 2009 16:28
errrmmmm intresting ill see what i can do mate. thanks for the speedy replys.
Asteric
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Posted: 16th Feb 2009 16:46
no problem, this is my vegetate-infront-of-th-pc day so i can relpy real fast

Sid Sinister
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Posted: 16th Feb 2009 17:42
Quote: "In most cases a single smoothing group should be applied to the entire in-game mesh before baking. However this can produce extreme shading differences across the model, as the lighting is interpolated across the extreme differences between the vertex normals. It is usually better to reduce these extremes when you can because the tangent basis can only do so much to counteract the extreme lighting variations. Less extreme gradients are also better if your game engine doesn't use the same tangent basis as the baker (or doesn't make its own properly)."


Source

I recommend reading the whole thing.

Nice model all and all though, but I think the smoothing group detracts from it to be honest. It looks bubbly. Like the article says, "produce extreme shading differences across the model, as the lighting is interpolated across the extreme differences between the vertex normals". Translation? Smoothing groups are great for models that don't have hard edges because hard edges become smoothed when it's applied.

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mastercheif 193
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Posted: 17th Feb 2009 02:27
Looks very good. Nice job misfit44.
misfit44
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Posted: 18th Feb 2009 17:34
Thanks Sid Sinister & mastercheif 193
Ill post some more stuff soon.
nackidno
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Posted: 18th Feb 2009 18:24
Does it have a trigger? Otherwise, really nice models. Very creative design.

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misfit44
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Posted: 11th Apr 2009 22:14
Did another quick gun, like a small sci-fi'ish smg. It lacks a trigger due to the fact im hopeing to put this gun into FPSCreator and the hand will be blocking the trigger area. But apart from that what you all think.


Red Eye
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Posted: 11th Apr 2009 22:19
I REALLY LIKE THE LAST... great work mate


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Mr Bigglesworth
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Posted: 12th Apr 2009 02:32
SMG is reaally good, keep it up!

misfit44
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Posted: 12th Apr 2009 03:01
Thankyou for the kind words Red Eye and Germ.
PW Productions
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Posted: 12th Apr 2009 07:14
I like the Sci-fi SMG a lot. I'd offer to make hands for the SMG, but your gun is a whole bunch above my level. Also, I'm not good at making textures. What'd you make it with?

Nothing is too hard as long as you can achieve it (*Note* This does not apply to programmers).
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misfit44
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Posted: 12th Apr 2009 19:34
I use maya 8.5, and dont worry ill knock up a hand model for the weapon, when i get chance. will probably make the weapon free to the FPSCreator community when finished.
misfit44
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Posted: 26th Apr 2009 18:52
Had abit of spare time so decided to make this..
Far from sci-fi but wanted to show you all what ive been up to.





pictures don't look great, I scaled them down a little.
lazerus
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Posted: 26th Apr 2009 19:05
PPSH?
or at least based on it, i think.

looks good, although the stock, seems a little dark. Other than that, great. The fps render does it justice, most guns seem bland but yours works pretty well.

on the model side the handle seems slightly too far forward, it would seem arkward without a good stance, and its hard to get it right while being shot at!

cheers cb

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Demon Air 3D
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Posted: 26th Apr 2009 20:07 Edited at: 26th Apr 2009 23:19
Looks great Although try and add more tone to the textures rather than just noise and scratches. You can add more tone my the dodge and burn tools in photoshop (if you have it ).
Like this :
misfit44
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Posted: 26th Apr 2009 23:16
Thankyou for the kind words.

lazerus - yes the stock can easily be lightened up a little ill work on that, and if your referring to the front handle I can always bring that in a little thanks for the tips I will correct.

DEMONAIR - the texture tutorial you attached is very interesting I will have a look at this and apply it to my work.

Many thanks.

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