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3 Dimensional Chat / GamerDude's Weapons - W.I.P

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GamerDude
User Banned
Posted: 29th Jul 2009 01:04 Edited at: 31st Jul 2009 01:17
Hi all, I am making my FN Scar compatible with FPSC. At the moment I am on my spare PC with 3dsmax9, Fragmotion and a couple of other tools. I am thinking about making my own hands, but I thought that EAI's hands would be better so I will email him for permission. I haven't textured it yet but I will do that shortly. The model is in 2 parts: main body, and magazine. This weapon will be free when it is finished. The model is about 4500poly.

I will also ask wolf for some texturing help so this will be of higher quality. Any further weapons will be combined into a model pack. If you have any requests for weapons/ideas, feel free to email me. My models of weapons will be made as realistic as possible, so some up to 5000 poly.

Also coming soon:
-AK47
-M1911
-M4
-AUG
-M16
-M60
-UMP
-Bersa Thunder
-AS Val
-Minigun
-RPG
-Chainsaw
-Whippersnipper
-Metal pipe
-Combat knife
-Spas 12
-AR15
-Dragunov
-much more

At this rate these models will take some time, due to the fact that I am on an old PC.

Other models I plan:
-Subway construction set (about 20 entities)
-House construction set (about 15 pieces)
-Misc model pack (upto 30 pieces)

thanks

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Braden 713
17
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Joined: 3rd Aug 2007
Location: Canada
Posted: 29th Jul 2009 01:30
I believe so far this still belongs in 3D Chat until you can throw up some FPSC in-game screenies for us. None the less, sounds awesome man! Looking forward to seeing the weapons

Perhaps you could do a smaller handgun, say something like a Bersa Thunder 9mm. Would be cool - anyways, good luck on the pack!

Ich will in Beifall untergehen.

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Pbcrazy
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Posted: 29th Jul 2009 04:52 Edited at: 29th Jul 2009 04:53
You should make something out of the ordinary, say like...the AS Val, it is made with an integrated suppressor, chambers the 9x39 mm round, has a folding stock, but has inner workings like an AK.

JLMoondog
Moderator
15
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Location: Paradox
Posted: 29th Jul 2009 19:06
Where's the model?

I know the FPSC mods like to throw the un-abiding rules threads over to the 3d-board...but sometimes it might be best to lock them, as this thread only has a list of what a person wants to model but nothing to show...

Not trying to put you down Mr. Gamerdude...It's great to have a plan of what you want to accomplish...but you shouldn't have started a thread yet.

GamerDude
User Banned
Posted: 30th Jul 2009 01:08
Ok, want a pic? Here is my scar. It has a GL but the iron sight needs to be done. This is about 5200tri with the GL on it.

Ok, I will make an AS-Val.

I started this thread so I can get some help with rigging it for FPSC.

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GamerDude
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Posted: 30th Jul 2009 01:08 Edited at: 30th Jul 2009 01:09
double post.. please delete

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Pbcrazy
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Posted: 30th Jul 2009 02:02
Ha, nice...
JLMoondog
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Posted: 30th Jul 2009 02:25 Edited at: 30th Jul 2009 02:26
eh...any chance of a wire shot, there are a lot of abnormalities that are bothering me. I also don't see how there are over 5k polys.

AndrewT
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Posted: 30th Jul 2009 02:27
The Scar is wayyyy too detailed. You shouldn't have modeled those ridges on the top of the gun.

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SK_Designs
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Posted: 30th Jul 2009 11:49
Quote: "AndrewT:The Scar is wayyyy too detailed. You shouldn't have modeled those ridges on the top of the gun."


True, you could of given the gun more detail in many other places instead of up there... and you need to make the handle rounder, Its too boxy

Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 30th Jul 2009 15:46
Quote: "You shouldn't have modeled those ridges on the top of the gun."

And why is that? Sure, it might be high-poly, but all modern-days do it that way.

"You are not smart! You are very un-smart!"
AndrewT
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Posted: 30th Jul 2009 16:40
Quote: "Sure, it might be high-poly, but all modern-days do it that way."


Well first of all, I highly doubt that Gamerdude's game will be anywhere close to as optimized as most "modern-days" as you put it. Furthermore the polys he used in the ridges could have been used elsewhere. He has way to many sharp edges that should be rounded, and the handles are way too boxy as SK_Design pointed out.

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GamerDude
User Banned
Posted: 31st Jul 2009 01:16
The high detail was added because the weapon will use ironsights. I might model my own hands for my weapons. I do aim for a large variety of guns for games.But I am trying not to copy the list from other model packs.

New additions to list:
-Minigun
-RPG
-Chainsaw
-Whippersnipper
-Metal pipe
-Combat knife
-Spas 12
-AR15
-Dragunov

thanks

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Aertic
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Posted: 31st Jul 2009 02:52
Quote: "The Scar is wayyyy too detailed. You shouldn't have modeled those ridges on the top of the gun."

TBH you have no idea do you, It could still have more detail, and I wouldn't say its going overboard.

I've seen guns that have the mechanics inside modeled, for a game that is.

No one knows just what has become of her, Shattered, dull, desperate, oh so innocent and delicate. But too damn obdurate, And obstinate to let go!
AndrewT
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Posted: 31st Jul 2009 03:01 Edited at: 31st Jul 2009 03:02
Quote: "TBH you have no idea do you, It could still have more detail, and I wouldn't say its going overboard."


Ok, maybe 'detailed' was the wrong word. My point was that he is using way too many polygons, and he's using them in the wrong places. the weapons in Crysis use about 6000 polys and have much more detail than the Scar he posted, even without the normal map.

Quote: "I've seen guns that have the mechanics inside modeled"


Inside, as in, not visible? I doubt it.

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That1Smart Guy
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Posted: 31st Jul 2009 05:12
Im all for the ridges, the real scar has 'em (if I recall correctly)

however by the same token I do agree that 5k polys is too many, especially for as un-detailed as it is

besides, really if you think about it, the ridges arent using very many polys, how many ridges u have? 30 prolly, so 30 * 2 polys a ridge = 60 polys = not that many

Maindric
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Posted: 31st Jul 2009 05:14 Edited at: 31st Jul 2009 05:15
Actually, at least 5 each, not including the polys inside. Also, to make tris, that adds more to where the ridges are connecting to. Easily 500+ from the ridges alone.

EDIT

Actually, on that specific one, there are over 30 ridges, so 5 polys, which is 10 tris each, easily goes over 300, not including in between them all and the tris it leaves next to the ridges, 1k+ easy.

GamerDude
User Banned
Posted: 31st Jul 2009 05:24
there are about 50 that have 10 tris each. how about we just forget about the poly count and like it how it is. An extra few hundred poly wont hurt, I have seen 8000poly characters in fpsc before. This first weapon will be free, so just be happy bout' that .

The ak47 is about 50% done, I dont have much time to work on these at the moment.

thanks

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That1Smart Guy
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Posted: 31st Jul 2009 05:58
whats the diff between a tri and a poly?

(and please dont say tri has 3 edges)

GamerDude
User Banned
Posted: 31st Jul 2009 08:10
A poly is a face with 5 or more edges, a quad is a face with 4 edges, and a tri is a face with 3 edges.

Direct-X uses tris. When I say my model is this many poly or tris, it is ALWAYS tris. So 5200 TRIS, already tris. Lower poly than some other guns .

thanks

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Maindric
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Posted: 31st Jul 2009 09:46
@GamerDude

I do like the model though, some areas need more attention then others though...

Quads and Tris are polys, but polys can also have many more sides.

AndrewT
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Posted: 31st Jul 2009 16:25
Quote: "A poly is a face with 5 or more edges, a quad is a face with 4 edges, and a tri is a face with 3 edges.
"


Nope, in 3D modeling a poly can have any number of edges but it typically has 3 or 4, a quad is a poly with 4 edges, and a tri is a poly with 3 edges.

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That1Smart Guy
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Posted: 31st Jul 2009 18:28
and a face can be any of the 3?

Asteric
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Posted: 31st Jul 2009 18:38
A face is a poly.

That1Smart Guy
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Posted: 31st Jul 2009 21:39
btw what is kinda the standard face number for a firearm model, I know you cant give me an exact answer since it depends on the modeller (the person not the program), the weapon, etc but can you kinda give me an estimate?

AndrewT
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Posted: 31st Jul 2009 21:52
Quote: "btw what is kinda the standard face number for a firearm model, I know you cant give me an exact answer since it depends on the modeller (the person not the program), the weapon, etc but can you kinda give me an estimate?
"


It really depends on your engine. In DBP I'd suggest 2000 or 3000 for a FP weapon, and 500-1500 for a TP weapon. In an engine like Source or UE3 though 5000 or 6000 would probably be a good number for a FP weapon and 1000-2000 would be good for a TP weapon.

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That1Smart Guy
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Posted: 31st Jul 2009 22:21
ok, thanks!

would you consider 2000 faces too many?

im almost finished with the model, once its done Ill post it for your opinion

GamerDude
User Banned
Posted: 1st Aug 2009 02:18 Edited at: 1st Aug 2009 06:38
I would model a weapon no more than 8000tris. If I do that, the weapon will work in FPSC. FPSC weapons are like this:

Pickup: 300poly
Third Person: 800poly
First Person: 4000poly

EDIT: The scar is actually 3800 TRIS! my bad.

thanks

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GamerDude
User Banned
Posted: 1st Aug 2009 13:17
Scar (Ingame) - untextured, rigged to EAI's hands (temporary). This version may need to be released with MP6 hands if EAI wont let me use his.

I am getting 60FPS with this at the moment.

thanks

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