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3 Dimensional Chat / [Toms Model Thread]

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Skeptis
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Posted: 10th Mar 2009 08:07 Edited at: 10th Mar 2009 08:13
Whatsup guys, im trying to increase my skill with modelling aswell as texturing.
From now on im either making a new model per day or continuing one from a previous day.
So i am hoping to post every day my progress in this thread with new models/improvements of yesterdays.
I am accepting all C&C, so please if you think something could be better i want you to point it out! Please if you arnt going to offer ways for me to improve and just bash on my work then dont post at all.
I use photoshop and 3ds max 9 so any tips you can toss my way will be really helpful to me.
Alright well here we go.

Todays progress:
Started and almost finished the modelling of the PGS-10 shotgun.
Screenie:



Only 462 polys and 507 verts

C&C please, (UV layout and part of texture coming tommarow

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tjaabee
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Posted: 10th Mar 2009 13:38
Nice, I saw your barricade too, you're getting better and better for every day that passes... Keep it up! (A comment tho', the handle seems a bit lowpoly compared to e.g. the barrel.)

Best.

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Aelin
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Posted: 10th Mar 2009 14:58
The trigger guard is a bit thick, and also the barrel looks a bit "sawed-off", the handle needs a bevel to give it a more realistic feel.
Sorry if I'm overly critical.

I'm not looking to join any amateur teams, nor do I take requests.
Skeptis
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Posted: 10th Mar 2009 16:12 Edited at: 10th Mar 2009 16:32
@tjaabee Thanks man i appriciate it , ill up the poly count on the handel

@Aelin thanks alot man, i really appriciate your C&C it makes me better, don't worry about being overcritical. Oh and its not sawd off its how to ref image looks.

Heres my ref image so you guys can toss more C&C my way.



-Tom

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Sid Sinister
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Posted: 10th Mar 2009 16:41
Those lines on the side of the shotgun should really be taken care of via normal map. But... your probably not their yet. I should do a tutorial on that soon I'm just so busy at the moment.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Skeptis
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Posted: 10th Mar 2009 17:40 Edited at: 10th Mar 2009 17:42
hmm yeah they probably are normal mappable but i dont know how to normal map yet .
I would be greatful if you could do a tutorial.

Ill post my progress and the finished model when i get back from school, then ill start the uv.

The things i have left to do are:

Bevel the handle
Smooth the handles edges
Thin out the trigger guard
Remove the lines on the side of the gun

If you have any other ideas i should add please let me know.

Cheers.
Demon Air 3D
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Posted: 10th Mar 2009 19:25
Lol, not much to say as the others said it all, good work so far

Aelin
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Posted: 10th Mar 2009 19:54 Edited at: 11th Mar 2009 14:45
I removed the download, because I exported it incorrectly.

I'm not looking to join any amateur teams, nor do I take requests.
Skeptis
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Posted: 11th Mar 2009 03:36 Edited at: 11th Mar 2009 03:59
Id appriciate it if you didnt highjack my thread.
I don't know if your trying to show off or give yourself a challenge but please refrain from posting your work in my thread
And you didn't even post anything either.

The finished model:
(unsmoothed, i couldnt get smoothing groups to look right with the new handle.)
I decided to keep the line on the side of the gun there as i probably will not be normal mapping this.



New poly count: 512

Texture coming soon.

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Skeptis
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Posted: 11th Mar 2009 05:33 Edited at: 11th Mar 2009 05:46
Sorry for the double post.
UV Layout done, took me about an hour to UV Unwrap and place all the pieces.

(Size reduced to 512 for the sake of the forums)



Cheers.

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Aelin
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Posted: 11th Mar 2009 14:41 Edited at: 11th Mar 2009 14:46
Actually, I was attempting to collaborate with you, to compare our models and thoughts. Nothing wrong with that. I only wanted your thoughts, don't rush to be so aggressive.

Now back on topic, the new model looks far better. The first one was rather bad.

The UV map is far better than any of the ones I've ever done. Excellent use of the full space. I'm interested in seeing the full outcome of this model.

I'm not looking to join any amateur teams, nor do I take requests.
Skeptis
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Posted: 11th Mar 2009 15:58
Ahh my mistake, i generally jump to conclusions when people post work in my thread because i have had quite a few problems with people high jacking my threads on other websites.
But theres nothing wrong with collaboration .
And yeah i tried to use the most possible space in my uv layout ill try to finish up the texture today.
Van B
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Posted: 11th Mar 2009 16:15
That is one hella well packed UV map - well done!. Have you any tips you could post on how you manage to pack it all in so tightly?
Shotty looks great, well modelled, well UV'd, looking forward to seeing it textured.


Health, Ammo, and bacon and eggs!
Alucard94
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Posted: 11th Mar 2009 17:14
You have a lot of overlapping areas on that UV Map, you need to fix that.


Alucard94, the member of the future of the past.
Sid Sinister
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Posted: 11th Mar 2009 20:45
Quote: "You have a lot of overlapping areas on that UV Map, you need to fix that."


Where? You can overlap if the texture is going to be the same on the other side. Just remember it will be mirrored. I was told a trick on how to fix the mirror... but I forgot it, I will have to ask about it again.

Very nice UV Map!

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Alucard94
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Posted: 11th Mar 2009 21:39 Edited at: 11th Mar 2009 21:43
Quote: "Where?"

Here're some. There is also one on the right side that I forgot to add in there.


Quote: "You can overlap if the texture is going to be the same on the other side. Just remember it will be mirrored."

Obviously yes. I think you misunderstood my post.


Alucard94, the member of the future of the past.
Demon Air 3D
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Posted: 11th Mar 2009 22:21
Looking good!

Skeptis
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Posted: 11th Mar 2009 22:22
@ Van B. Sure ill post my strategy a bit later

@ Alucard. The part of the grip that you circled isnt an overlap, i welded every single vert of both grips together, thats just part of the mesh. There are no other overlaps besides the barrel part. The bottom right one and top left one are just created by scaling down the image. The only parts of stacked ontop of eachother are the barrel and the grip.

@ Sid. Thank you.

Texture is coming later tonight.

-Tom
Skeptis
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Posted: 11th Mar 2009 23:08 Edited at: 11th Mar 2009 23:38
Texture WIP. Sides and top done. (50 minutes in): (got smoothing to work)



Cheers.

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Alucard94
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Posted: 12th Mar 2009 00:45 Edited at: 12th Mar 2009 01:47
Quote: "@ Alucard. The part of the grip that you circled isnt an overlap, i welded every single vert of both grips together, thats just part of the mesh. There are no other overlaps besides the barrel part. The bottom right one and top left one are just created by scaling down the image. The only parts of stacked ontop of eachother are the barrel and the grip."

Well I got that but it still means you have overlapping no? I mean I don't think you have any way of modeling on that underneath edge on the handle for example.


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Aelin
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Posted: 12th Mar 2009 02:28
The texture isn't looking very realistic (Yet).

I'm not looking to join any amateur teams, nor do I take requests.
Skeptis
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Posted: 12th Mar 2009 02:52
The only overlapped parts are the barrel and grip.
@ Aelin. As i said id appriciate it if you could tell me how to improve it.
Aelin
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Posted: 12th Mar 2009 04:12 Edited at: 12th Mar 2009 04:13
Quote: "The only overlapped parts are the barrel and grip.
@ Aelin. As i said id appriciate it if you could tell me how to improve it. "

See that's the problem ;] You've already did better than I can.
Just try to make the texture more closely resemble the reference image.
I like the scratches.

I'm not looking to join any amateur teams, nor do I take requests.
Skeptis
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Posted: 12th Mar 2009 04:23 Edited at: 12th Mar 2009 04:23
Thanks. The model was based on the ref but the texture is gonna be my own creation. If i wanted it to look like the picture all id have to do is use black with a simple overlay and apply a light filter and id much rather create a more run down rusty texture that is more appealing. And thx for the compliment.
Skeptis
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Posted: 12th Mar 2009 08:40 Edited at: 12th Mar 2009 16:03
PGS-10 is done!
I am proud to announce my very first gun is modelled and textured, my second UV map texture job ever aswell.
A 3 day job. Enjoy:






(Size reduced from 1024 for forum purposes)

Cheers,
-Tom
Aelin
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Posted: 12th Mar 2009 14:15
Looks good, the only part I don't like is where the handle meets the receiver.

I'm not looking to join any amateur teams, nor do I take requests.
Skeptis
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Posted: 12th Mar 2009 16:03
Yeah that took me a while to try to fix but i just darkened it to make it looks like a divet before the reciever so its not that bad.
Anyways its all done now, any suggestions on my next project are appriciated.
Aelin
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Posted: 12th Mar 2009 16:06
Tom, why don't you try something more complex, like a car, or a organic model? I think you are capable of it.

I'm not looking to join any amateur teams, nor do I take requests.
Alucard94
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Posted: 12th Mar 2009 22:20 Edited at: 12th Mar 2009 22:20
I call overkill on those scratches from what I can see.


Alucard94, the member of the future of the past.
Skeptis
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Posted: 13th Mar 2009 03:21
@ Aelin, yeah im thinking of doing a more advanced gun or something even more difficult next time, thanks for the compliment.

@ Alucard, yeah i know what your saying, but its a pretty bad ass shot gun and its gone through alot, therefore has alot of scratches
Skeptis
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Posted: 13th Mar 2009 07:31 Edited at: 13th Mar 2009 07:37
Alright i'v started on my next model, the MP5.
So far this has taken me about 45 minutes. Still have to add rivets to the top of the gun, maybe an acog scope and i still have to add the trigger. C&C is appriciated if it does not reguard the previous things listed that i will be adding.



-Tom

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Demon Air 3D
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Posted: 13th Mar 2009 16:10
Looks good so far, but theres a little gap there the stock.
Good work!

Skeptis
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Posted: 13th Mar 2009 16:14
Thanks, and that gaps intentional
Alucard94
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Posted: 13th Mar 2009 16:18
Quote: "@ Alucard, yeah i know what your saying, but its a pretty bad ass shot gun and its gone through alot, therefore has alot of scratches"

Yes but you have no detail at all. Just scratches.


Alucard94, the member of the future of the past.
Skeptis
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Posted: 13th Mar 2009 16:30
I would like to quote my previous statement that that was my very first gun ever and my second UV and texture job ever, but its your opinion.
Alucard94
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Posted: 13th Mar 2009 17:03
Doesn't mean there isn't a reason to try and improve.


Alucard94, the member of the future of the past.
Skeptis
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Posted: 14th Mar 2009 02:23
And thats my plan, as my second ever UV map i find it rather good and my goal is to improve further.
Skeptis
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Posted: 14th Mar 2009 05:32 Edited at: 14th Mar 2009 05:55
I'll be gone for the most part over the weekend, ill be skiin, c yall next week.
tjaabee
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Posted: 15th Mar 2009 22:59
Dunno if it's a bit late, but I would reccomend reading a couple of tutorials concerning texturing, right now the shotgun texture looks a bit unrealistic, try this tut: http://www.game-artist.net/forums/vbarticles.php?do=article&articleid=22

Hope I don't sound too harsh,quite nice MP5 you got there.

Best.

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Skeptis
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Posted: 16th Mar 2009 05:50
It's too late now but thanks for the link ill make sure to check it out.
If you could point out what makes the texture unrealistic id appriciate it so i dont make the same mistake next time.

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