Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / FN Scar By DEMONAIR

Author
Message
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 7th Mar 2009 23:13
My First attualy gun in 3DS Max, The FN SCAR.
C&C Welcome.

Screen 1

Attachments

Login to view attachments
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 7th Mar 2009 23:14
Screen 2

Attachments

Login to view attachments
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 7th Mar 2009 23:14
FPS View:

Attachments

Login to view attachments
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 8th Mar 2009 14:10
Any one ? i need some C&C

Asteric
16
Years of Service
User Offline
Joined: 1st Jan 2008
Location: Geordie Land
Posted: 8th Mar 2009 14:12 Edited at: 8th Mar 2009 14:12
Looks good, you should show it with the rendering technique i told you about

Game maker wannabe
17
Years of Service
User Offline
Joined: 30th Mar 2007
Location: Dorset, ooh arr!
Posted: 8th Mar 2009 17:19
This is realy good.

<Insert Signature Here>
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 8th Mar 2009 17:45
Thanks you !

Skeptis
16
Years of Service
User Offline
Joined: 7th Jan 2008
Location:
Posted: 9th Mar 2009 07:41 Edited at: 9th Mar 2009 07:49
Wow very good job on this, it was pretty hard to find stuff to C&C on but i was able to find a few things.



1. You're missing the attachment ridges on the top and the front grip of the gun.

2. The trigger could be moved back a little bit.

3. The bottom of the stock shouldn't be kinked like your have it, it should be a straight line.

4. The top of the stock should have a curve to it, it shouldn't be straight.

5.The barrel should be beveled in the middle then come back to the original diameter.

6. There should be vertical ridges in the clip.

7. And lastly there should be horizontal ridges of the trigger grip.

Conclusion: For your first gun model it is outstanding how close it is to a real FN scar. The only things are find were small details and half of them could be achieved with a good normal map. Anyways great job for your first model. 4.7/5.

-Tom

Attachments

Login to view attachments
Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 9th Mar 2009 08:58 Edited at: 9th Mar 2009 09:06
Well, if he's planning in bringing this into a game engine, he would probably be best to do 1 and 6 by normal mapping. I don't know though, it's hard to tell without holding one in real life how extruded those attachment bumps are. For each ridge that's 5 more poly's, and 10 more tri's that he would add on to the polycount. With both the top and bottom ridges made, that's adding close to 200 poly's (400 tri's).

It's not a big deal though. Depending on a wide variety of factors, you might just be better off modeling the ridges instead of doing a normal map. It's not like 200 poly's would kill anything.

It's up to you, the modeler to make tough calls like this. Do I add poly's for detail? Or can the detail be faked somehow?

EDIT:

These pics might help you make the decision:

Here you can see that the ridges are indeed extruded pretty far. If this was going to be done for a game that I was creating, I would probably go ahead and extrude them.



However, look at this model. The ammo clip is without a doubt normal mapped, as is a good 90% of the gun model. It looks like they extruded theirs too, at least along the top. I'm not sure about the side ridges near the front though. Tough call.



It also looks like they are making good use of the extra detail they put in by making sure their are some attachments to the rifle. If you are going to make attachments for your gun, don't bother with extruding those particular ridges unless your going to animate the attachment being taken off.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 9th Mar 2009 09:19 Edited at: 9th Mar 2009 18:19
Thanks for that guys!, Yeah i dont think 200 polys would hurt, i'll put them in later when i get back to my computer.
Thank you for your c&c

EDIT: I'm back home now so i'll start work on it.

Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 9th Mar 2009 19:02
Image of some changes.

Attachments

Login to view attachments
Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 9th Mar 2009 19:17
The ridges look like different sizes. Use this method to get uniform results.

http://screencast.com/t/CQXpOl4D

Basically, connect the top two edges enough times to have enough poly's for the ridges. Select every other one at once (holding ctrl in max does this), and then extrude and scale (or bevel) all of them at once.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 9th Mar 2009 19:34
this is going to take a while

Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 9th Mar 2009 19:38
Why is that? It should take a few seconds. Where are you having the issues? Dividing up the polygon on the top evenly?

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 9th Mar 2009 20:01
Quote: "Dividing up the polygon on the top evenly?"

Yeah

Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 9th Mar 2009 20:07
What program are you using again?

There should be something similar to a connect command. Connect divides two edges up... look for connect or divide.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 9th Mar 2009 22:06
3DS Max 2009.
Thanks

Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 9th Mar 2009 23:34 Edited at: 9th Mar 2009 23:35
Oh, then great! We're on the same page then lol. Did you figure it out or do you want me to make a short video on it again? Basically select to edges in edge mode, and then hit the box next to Connect. You can enter in how many slices to make an wallah, hit OK.

Now that I'm looking at your model, you might have a problem connecting things up top. This is because of the five verticle/diagonal edges that are on the side of the top attachment bar (where you are putting the ridges). See if you can get rid of those, you don't need those edges. That way, when you make the Connect, it doesn't give you a funny result.

EDIT: When you remove the edges, hold down control to remove the residue vertices left behind.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Skeptis
16
Years of Service
User Offline
Joined: 7th Jan 2008
Location:
Posted: 10th Mar 2009 02:17
very nice improvement im glad that you took every one of my points and changed your model accordingly, it looks alot better.
The only thing now is to get the attachment rivets fixed and it should be ready for a texture. if you need help figuring out how to uv map let me know. I use max aswell and learning uv in max is intimidating at first.

Good luck and im glad i could help
Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 10th Mar 2009 02:49
I said this in another thread, but you should give UV Layout a try. http://www.uvlayout.com/. The demo version only lasts a month, and some of the features are limited, but it's a lot easier to unwrap that Max. A lot of Max users feel as though Autodesk is a bit behind the curve as far as ease of use goes. Their are some other UV Mapping programs out there too, you should give them a shot.

One of the complaints I have with Max's UV mapping is that it's hard to reduce distortion and stretching. That's why I like UV Layout. It calculates that for you.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 10th Mar 2009 09:29
Thanks guys! also yeah, i keep getting drifted away from this, but im not going to stop until its done.
Once the model is finished i'll download uvlayout Thanks


Also @Skeptis
Quote: "very nice improvement im glad that you took every one of my points and changed your model accordingly, it looks alot better.
The only thing now is to get the attachment rivets fixed and it should be ready for a texture. if you need help figuring out how to uv map let me know. I use max aswell and learning uv in max is intimidating at first.

Good luck and im glad i could help"


Thanks for that, And i think i'll give you a shout

Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 10th Mar 2009 20:07
When i try to connect the top to make the ridges that box doesnt come up saying about how many slices you want :S

Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 10th Mar 2009 20:47
Hit the little square next to it, not the button itself.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 11th Mar 2009 09:16 Edited at: 11th Mar 2009 18:11
Lol, im going t have to sort this out, it keeps only adding slices to about one segment, sorry if this is confusing :S

Sid Sinister
19
Years of Service
User Offline
Joined: 10th Jul 2005
Location:
Posted: 11th Mar 2009 20:52
If your up to it, email me the model and I'll make a video of me doing it for you. Then you can follow along.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Demon Air 3D
16
Years of Service
User Offline
Joined: 16th Sep 2008
Location: England
Posted: 11th Mar 2009 21:01
Shall i email you the max file ?

Login to post a reply

Server time is: 2024-11-25 08:54:31
Your offset time is: 2024-11-25 08:54:31