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3 Dimensional Chat / m4a1 sopmod

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Master Man Of Justice
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Posted: 12th Sep 2009 19:14
ok i've got a new gun. it's an m4a1 sopmod. (like that hasnt been done before) but anyway i think it's up to par quality wise. what do you guys think. Also can anyone please help find where to start with texturing my gun. (i've searched everywhere but maybe im searching the wrong thing.)also, This took me about 3-4 hrs. (new to modeling and everything). heres a pic.



What's done is done,,,
What's done about it is all that matters.,.
lazerus
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Posted: 12th Sep 2009 22:15
Very nice,

What program are you using. It would help lol.

"I thought what I'd do was, I'd pretend I was one of those deaf-mutes..."
http://lazerus-reborn.deviantart.com/
Monk
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Posted: 12th Sep 2009 22:50
Very nice, whats the poly count?

sadyk
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Posted: 12th Sep 2009 23:32
mmm, it looks great, but there are lots and lots of quads that can be remove, whithaut chaing the mesh shape.

sorry my english
Master Man Of Justice
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Posted: 13th Sep 2009 01:00 Edited at: 13th Sep 2009 20:46
Thank you for the feedback. haven't replied becuase i've been doing yard work. i did this in anim8or. the polycount is 3K but like sadyk said, it can be reduced

What's done is done,,,
What's done about it is all that matters.,.
Master Man Of Justice
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Posted: 13th Sep 2009 18:57
*Bump* for help.

What's done is done,,,
What's done about it is all that matters.,.
Pincho Paxton
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Posted: 13th Sep 2009 19:46 Edited at: 13th Sep 2009 19:47
Use this link to get Lithunwrap. Then you can UV Map an exported Obj. But I would get the polycount down first. A lot of wasted poly's on your model.

http://www.sharecg.com/v/5169/software-and-tools/LithUnwrap---Free-UV-Mapper-for-Windows

Master Man Of Justice
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Posted: 13th Sep 2009 19:59
How exactly would you go about reducing polycount. i tried blender but it never came out right. i also tried some scripts for anim8or but none of the scripts work for me. also i saw terranim8or but i tried using that and was like how does this work?

What's done is done,,,
What's done about it is all that matters.,.
Pincho Paxton
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Posted: 13th Sep 2009 20:13 Edited at: 13th Sep 2009 20:18
You could just select faces in Anim8or and merge them, you will need to learn which faces can be merged without changing the model. usually cylinders can be made from long stripes, so you can merge strips along those, just so long as you figure out what faces work together in rows.

Select your faces..........Edit/Merge Faces

But next time, just build the model using long cylinders instead of all those squares.

Master Man Of Justice
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Posted: 13th Sep 2009 20:15
Thanks Mate!

What's done is done,,,
What's done about it is all that matters.,.
Master Man Of Justice
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Posted: 13th Sep 2009 20:38 Edited at: 13th Sep 2009 20:44
Alright i reduced the poly's to about half of what it was. (i think)
-------------- EDIT
im thinking of putting a foregrip or nade launcher on it. Opinions?


What's done is done,,,
What's done about it is all that matters.,.
Master Man Of Justice
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Posted: 13th Sep 2009 20:54
Ok. i downloaded lithunwrap and i load my object and get this screen and im like WTF!!! what is this? what do i need to do? i know im asking alot but it is much appreciated and ill give you the model when im done and textured.


What's done is done,,,
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Pincho Paxton
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Posted: 13th Sep 2009 21:08
In Lithunwrap you now drag a box around that image to turn it red. Then you go to Tools / UV Map. You can choose many different ways to UV Map the model. Planar is the easiest way, it can also cause a bit of a smear, but the smear isn't always noticeable. Box is a bit more difficult, but has no smears. then after you have done that you have a gun outline. now you scale this outline by selecting parts in red, move them around, and scale them to fill the grey box. then you save the model over your old OBJ. Then you also save the UV map maybe 1024*1024, or 512*512 depends on how close to the camera it gets.

Now you load the UV map into an art package, and colour it in. If you have a real gun picture you can put it over the UV map, especially if you used Planar mapping it works really well. Box mapping you will need a front, back, top, bottom, left, right picture to put over it.

Having said all of that, you have messed up your scope a bit. There is an easy fix. Select the points of the front part of the scope, and cut them off with the scissors. Now select the edges, and Edit/ fill the hole that is left. Then extrude the front face to get the scope back to the shape that it used to be.

Master Man Of Justice
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Posted: 13th Sep 2009 22:51 Edited at: 13th Sep 2009 22:51
why does my uv map look like this. its cut off.


What's done is done,,,
What's done about it is all that matters.,.
teamhalo
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Posted: 13th Sep 2009 23:26
Everything looks good, but im not really liking the scope, you should an aimpoint or something for the m4.

Master Man Of Justice
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Posted: 13th Sep 2009 23:30
Thanks for the input, im making different attatchments. kind of like in cod4. i'll have a scope a red dot, silencer, noob tube, and iron sight. i might even make an EOTECH quick reflex sight. but the EOTECH would be hard to program realistically.

Anywho. Anyone have any advice on my UVMAP problem?

What's done is done,,,
What's done about it is all that matters.,.
Master Man Of Justice
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Posted: 14th Sep 2009 00:02
Help?

What's done is done,,,
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henry ham
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Posted: 14th Sep 2009 00:07
Master Man Of Justice /it looks good, but if you want to learn to texture you should start with a more basic model .try uv mapping a cube & making a create texture for it ,then a cylinder & making a barrel texture.after you have done them move onto a more complex model.

you see loads of great models on this site but not many finished ones because most people havent spent the time learning the basics of textureing there models.
trust me i am guilty of that to
get the basics down then start to make more complex models.

cheers henry

Master Man Of Justice
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Posted: 14th Sep 2009 00:20
Thanks im trying a barrel now

What's done is done,,,
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Pincho Paxton
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Posted: 14th Sep 2009 01:34 Edited at: 14th Sep 2009 01:42
You probably exported your gun as 3DS, it's much easier to UV Map an OBJ. Anyway Anim8or unwelds 3DS so that each part is a separate limb. If you UV map it again, and tell Lithunwrap not to separate the groups it should look like a whole gun.

Start with an exported OBJ, and you don't get the problem.

Once you import the OBJ back into Anim8or you open materials, click on the - Diffuse, now load your UV Map, and apply it to the gun.

At this point you have UV mapped the gun. Now you can export it as a 3DS.

Master Man Of Justice
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Posted: 14th Sep 2009 01:42
how would i tell lithunwrap to do that. or could i group all my objects inside of anim8or

What's done is done,,,
What's done about it is all that matters.,.
Pincho Paxton
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Posted: 14th Sep 2009 01:46
Export the gun as an OBJ it will be easier, but in Lithunwrap when you UV map the gun it asks you if you want separate groups with a little box that you can uncheck.

Anyway I just remembered that I made a tutorial ages ago....

http://forum.thegamecreators.com/?m=forum_view&t=78358&b=3

Master Man Of Justice
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Posted: 14th Sep 2009 03:47
i textured it !!! its el cheapo texture job but its my first.



What's done is done,,,
What's done about it is all that matters.,.
Pincho Paxton
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Posted: 14th Sep 2009 03:57
It's not too bad! You did it quite quick too.

Master Man Of Justice
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Posted: 14th Sep 2009 05:55 Edited at: 14th Sep 2009 05:58
Im off to bed but,
heres a mac 10 very very low poly even though theres one cylinder (round chamberer) that i could merge faces but any way its very low poly) with texture. did it in about an hour. might upload tommorow for free. im going to work on the m4 texture a bit tommorow and add different ones too. like woodland and standard black.


What's done is done,,,
What's done about it is all that matters.,.
Master Man Of Justice
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Posted: 14th Sep 2009 13:22
here's the mac 10

What's done is done,,,
What's done about it is all that matters.,.
Pincho Paxton
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Posted: 14th Sep 2009 15:26 Edited at: 14th Sep 2009 15:27
Not too bad. You should post the texture with your models, else people just get a white model. Also, when you make a cylinder, double click on it, and set the latitude to 1, and this is now low poly.

Master Man Of Justice
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Posted: 14th Sep 2009 19:41
heres the texture

What's done is done,,,
What's done about it is all that matters.,.
Master Man Of Justice
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Posted: 15th Sep 2009 00:20 Edited at: 15th Sep 2009 00:27
anyone have any comments on the mac 10 or the m4
I'm also working on a G36k . hoping it turns out good.
-----------EDIT---------------
heres a pic of that g36k


What's done is done,,,
What's done about it is all that matters.,.
BiggAdd
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Posted: 16th Sep 2009 12:29
Quote: "*Bump* for help.
Help?"

Master Man Of Justice - Please don't bump your threads like this. People will respond, you just have to be patient.

Master Man Of Justice
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Posted: 17th Sep 2009 01:39
sorry

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What's done about it is all that matters.,.
Armageddon Games
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Posted: 23rd Sep 2009 04:38
ok-- is this fpscx9 compatible?

and what windows do you have lol im sorry but i had to ask it looks like 2000

Van B
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Posted: 23rd Sep 2009 19:01
Looks like you have a good workflow going, guns are pretty neat and the polycounts are getting more and more optimized. I'd say keep an eye on those cylinders as I think that's your main polycount drag, it's amazing how many polygons a gun can accumulate if your not careful huh!. The other thing I'd say is to consider animation when making these, the more functional and realistic the gun is, the better. Even Half Life had some neat details, like the ring pull on the grenade bobbing about, so think about what the gun does when you fire it and reload it. YouTube should be a decent resource for this stuff, but things like how bullets eject and how to reload are best researched before the first polygon goes on.

One thing I always do when UV mapping is I plain map first, then select by group and shift everything off the map space. Then I map each part seperately, using plain and cylinder mapping mostly. The tricky part with guns is getting the flat areas at the top and bottom, and the ends of detail - basically all the stuff that a plain map doesn't pick up.
If you plain map from the side, you can then seperate the flat parts by selecting and deselecting polygons. For example the magazine on your M4, if you plain map that, then select only the middle polygons it would leave the sides, as a thin line all around. Then if you plain map from the front with just the leftover line, you get the other detail. Splitting off each side, then stretching out the bottom part would let you add much more detail. The thing is that in FPS view, the hardest parts to UV map are the most noticable, so crack UV mapping and your guns will look much better.

It takes a lot of practice to get good at UV mapping, but anyone who needs it will suss it out, especially with Lithunwrap, as that's pretty awesome for a free package. I use the newer Unwrap3D, which has an integrated preview, you can select polygons and see them selected in the preview, it's a very very handy tool. Worth investing in, in fact it's about the best purchase like that in ages.

When it comes to the texture itself, I tend to save the UV map as a .PSD, then in PaintShopPro, I load it up and make the UV image a lighten, and draw the detail on layers below that. It's hard to avoid using a photograph, but really the best guns are drawn from scratch, using good metal textures and a lot of care. The main benefit in drawing your own textures is that your not stuck with the extra detail that you don't get with the profile photo's. I suggest grabbing JFletchers free gun model from the TGC store, and checking that out - it's an awesome model and even better texture map. I learned a lot from just loading up other peoples models and seeing how they UV mapped them, it's really the best way to learn I think - load them up and have a good look at how they did it, practice on your own models, and experiment with the different UV map tools. I tend to have the model loaded into Deep Exploration while I texture, I save the texture file and it gets updated in Deep Exploration automatically, so I can see the results right away. The demo version of DE would be fine, you don't need it to export, just to show a preview of your models.

I say again though, nobody that likes Lithunwrap would regret buying Unwrap3D, it's like Lithunwrap's smarter and better looking big brother. Learn Lithunwrap then consider getting that, it saves an incredible amount of time and stress.


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