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3 Dimensional Chat / An AKS74u

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SJHooks
15
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Joined: 13th Aug 2009
Location: Where you least expect me...
Posted: 27th Sep 2009 20:51 Edited at: 16th Oct 2009 03:33
I wanted to practice 3D modeling some more, and made an AKS74u. Some parts aren't proportional, and I may have forgotten some parts, but I'm still working on it. What I have so far: , Total around 4000 triangular polies, and it's pretty much because I wanted to make the edges smoother, so I did some extra extruding, therefore there are a lot of polies that are used. I'd love some critisism on it! (ps, I just wanted to test if this worked: ) EDIT: By the way, about 1000 of the 4000 tris of the model comes from the overall parts of the barrel and the one part of the iron sight included, the rest of the 3000 polies are evenly distributed to most parts of the gun. Instead of fixing this gun, If I ever wanted I'd probably just make a new one from scratch, and be more cautious of the poly count.
Toasty Fresh
17
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 28th Sep 2009 07:49
Very nice model. It looks as though you are in 3DS Max. Select all faces in polygon mode and scroll down and then hit 'Auto smooth'. That will make it look tons better.
Alucard94
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 28th Sep 2009 07:53 Edited at: 28th Sep 2009 07:54
That screenshot is taken from Blender, Toasty.


Alucard94, lacking proper intelligence.
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 28th Sep 2009 08:37
Oh, my mistake. I can see the red circle thingy now.
Fuzz
18
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Joined: 14th Nov 2006
Location: Tasmania, Australia
Posted: 28th Sep 2009 09:50
Wow! Very nice

SJHooks
15
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Location: Where you least expect me...
Posted: 29th Sep 2009 03:39 Edited at: 29th Sep 2009 03:41
Thanks guys! Not much criticism, but thanks . I'm planning on UV mapping it sometime (hopefully soon), then I'll probably bake a normal map, make a texture, and make a normal map from the texture too, and then combining the normal maps. And maybe a spec map, but I don't really know how to make that .
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 29th Sep 2009 04:10 Edited at: 29th Sep 2009 04:45
I make 'em by making a normal map, destaurate it then invert. Not quite the proper way of doing it, but it's not bad.
SJHooks
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Posted: 29th Sep 2009 04:43 Edited at: 29th Sep 2009 04:59
Interesting method... (I was confused after the first five words, heheh...) I bake the normal map because of certain detail, like a specific shape crater in the model poking in or out, then I make another normal map from the texture because I want a normal map with the small bumps of rusty metal and the streaky bumps of certain wood, the just combine them so I have one simple normal map with different scales and shapes all over. EDIT: Ok, since you fixed it I deleted the segment from my message
Toasty Fresh
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Posted: 29th Sep 2009 04:46
Yes, I did. Fixed.
BowserYo
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Posted: 29th Sep 2009 17:16
Very nice model!

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tjaabee
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Joined: 14th Apr 2007
Location: somewhere
Posted: 29th Sep 2009 18:31
Nice, I guess you watched racer455's excellent tutorial?
Best.

It's very good to know all links to Youtube that contain Rick-rolls. Sadly I don't.
teamhalo
19
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Location: florida
Posted: 30th Sep 2009 00:30
Cant wait to see it textured!

SJHooks
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Posted: 30th Sep 2009 02:12 Edited at: 30th Sep 2009 02:21
Quote: "Very nice model!"
Thanks .
Quote: "Nice, I guess you watched racer455's excellent tutorial? Best."
Well, sort of. I didn't watch the tutorial, I just downloaded a picture of an AKS74u side view, and then used the side view picture along with the pictures of the showcase from Racer445's tutorial and made the model from eye. That's why I said:
Quote: "Some parts aren't proportional, and I may have forgotten some parts, but I'm still working on it."
because I made what I could see from eye, and I wanted to fix it some time.
Quote: "Cant wait to see it textured!"
Thanks, but unfortunately my texturing and unwrapping skills aren't the best, so I might take a while, but I do want to try a new way of texturing. I'm going to make the high poly model with as much detail as possible, and then bake the texture for those specific details, then add my basic texturing skills to those high detailed textures. If I fail at making this model awesome, I'm probably going to post it on this thread and hope someone else can, and observe specifically how they made the UVMap or what the UVMap looks like
Ok, here's the same AK just subdivided once, which I am planning on baking the normal map from so the quality is somewhat better.

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