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3 Dimensional Chat / Barrett .50 cal

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Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 14th Apr 2009 03:29 Edited at: 26th Oct 2009 09:37
Here's my Barrett 50 caliber. No texture, no UV as usual. Some crit would be nice.







Mr Bigglesworth
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Posted: 14th Apr 2009 03:35
Nice model, the handle needs some work, way to square-ish, other then that, it's some great work you have there.

Toasty Fresh
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Posted: 14th Apr 2009 03:43
Can someone actually tell me how to (effectively) model rifle handles? Everyone always tells me that it needs work.

"You are not smart! You are very un-smart!"
sneaky smith12
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Posted: 14th Apr 2009 04:08


I think it has to do with the curves in the handle... I personally think it's nitpicking and your work looks good

If at first you dont succeed, LOWER YOUR STANDARDS.
Mr Bigglesworth
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Posted: 14th Apr 2009 04:43
Oh, sorry, I thought the handle was the square stock on the back, there gos my weapon knowledge.

Toasty Fresh
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Posted: 14th Apr 2009 04:46
Oh, right...

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lucifer 1101
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Location: Melbourne, Australia
Posted: 14th Apr 2009 06:45
awesome model are you going to texture it and what is the ply count?
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 14th Apr 2009 06:57
Poly count is just over 5000 faces. If I sell it off turbosquid I'll probably remove the bullets in the magazine as well as one of the ones in the chamber.

I'm not going to texture it I'm afraid, look at my previous models and you'll find that I'm quite notorious for not being bothered to texture.

"You are not smart! You are very un-smart!"
prasoc
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Posted: 14th Apr 2009 13:48
omg that look amazing! What program are you using? Try smoothing groups on the handle and barrel (that's what it is called in 3ds max, not sure about other programs)
Toasty Fresh
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Posted: 14th Apr 2009 15:11
I'll turn them on for the handle, but why the barrel? They're already turned on there...

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lazerus
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Posted: 14th Apr 2009 15:17
But texturing can add that little gem to your model,
Its monotone-us but it pays off, alot.

I hope you reconsider but as it stands its still a pretty good model,
Couldn't pick up any problems, and the full cartirige is a nice touch on the render.

Although i would recommend trying to shoot that thing with out a scope, them iron sights would be very, very painfull in your eye...

And as the thousands bleed stagnant and scream to plead for their lost memories and questions in a melancholy pain and fear.
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prasoc
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Posted: 14th Apr 2009 15:31
Toasty: Sorry, didn't see it, the AO doesn't really give alot of depth
Alucard94
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Location: Stockholm, Sweden.
Posted: 14th Apr 2009 16:50
Looks good, but please learn to texture, since I doubt you're actually learning anything from modeling these guns. Just practice texturing, it'll make you excell.


Alucard94, the member of the future of the past.
Toasty Fresh
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Posted: 15th Apr 2009 01:10
Quote: "Just practice texturing, it'll make you excell."


I am learning to texture. There are quite a few models that I've textured that don't end up here. Seeing as I'm trying to sell some of these, I reckon they wouldn't sell at ALL with a texture, because my texturing skills are a joke. It's probably going to sell better without a texture. Sure, maybe I'd only sell one, or two, but I really don't care.

If you're intent on seeing a model that I have actually fully textured, then look at the attached image.

"You are not smart! You are very un-smart!"
Errant AI
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Posted: 15th Apr 2009 13:27 Edited at: 15th Apr 2009 13:31
Looks really good but the ejection area needs to be considerably taller.

For better grip, start by grabbing the faces on the backstrap and frontstrap of the grip and scaling to 50% on the X axis. That will make your camfer deeper and the grip more ergonomic looking.

Edit: Your rail groves are also too tight. Go to the Picatinny rail wiki page and there are cross-sections towards the bottom.
Toasty Fresh
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Posted: 16th Apr 2009 01:06
Ah, cheers, that's a good reference.

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