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3 Dimensional Chat / Crysis Scar Varient 1.0

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defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 5th Feb 2010 07:32 Edited at: 5th Feb 2010 07:34
hello guys, today i show off a modeling im making for you guys. its a Scar Varient from crysis. took me 2 hours of solid modeling, and i know its not a actual Scar, but the refference i used said it was.

picture


one more


C+C is welcome. this will also be a FPSC ready gun when im finished.

edit: yeah yeah it looks blocky, i still have to polish it

Limitless Box studios current project:
NIGHTSTORM
Vent
FPSC Master
15
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Joined: 3rd Apr 2009
Location: BC
Posted: 5th Feb 2010 08:59
http://en.wikipedia.org/wiki/XM8_rifle

Looks pretty good though, a little flat but a nice base


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General Jackson
User Banned
Posted: 5th Feb 2010 22:55
Thats an XM8.

Good job though!

defiler
15
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Joined: 4th Apr 2009
Location: Canada
Posted: 6th Feb 2010 01:38 Edited at: 6th Feb 2010 02:20
heres a update.

and another, i also tryed to smoth out the handle on the XM8 (ty general)

this shows my attempt at trying to smooth it out.

edit: im having some issues with me trying to UnWrap UVW Map... i have found a tutorial but i tried to follow it and i cant render the uv map so that i can start work on the texture...

Limitless Box studios current project:
NIGHTSTORM
PW Productions
15
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 6th Feb 2010 04:10
How many polys does it have as of the most recent smoothed picture? Also, you may not want to smooth the clip, it looks like jello or somethin'. Instead, maybe bevel it.

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defiler
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Location: Canada
Posted: 6th Feb 2010 18:27
in total the gun has 4744 (including clip or mag, whatever it is)

is that too much polys?

Limitless Box studios current project:
NIGHTSTORM
Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 7th Feb 2010 12:05
for that amount of details? way too much.


[Q]uik, Quiker than most
mike5424
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Posted: 7th Feb 2010 13:16 Edited at: 7th Feb 2010 13:17
Quote: "in total the gun has 4744 (including clip or mag, whatever it is)

is that too much polys?"

I would say yes!


This is an FN FAL 7.62 i made. 400-500 Poys, I wouldn't recommend you smooth your gun but bevel it. Also scale some areas like the handle.

---
Gingerkid Jack
19
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Location: UK
Posted: 7th Feb 2010 14:00
Yes and your FN FAL is very blocky...

Gingerkid Jack - Aspiring Game Designer\3d Modeler
lazerus
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Posted: 7th Feb 2010 17:16 Edited at: 7th Feb 2010 17:21
yes but your most likey comparing it to a COD 6 weapon, the hint is in the 400-500 polies.

Its low poly, and still has more detail than the 4700-odd poly weapon.

Right am sorry but ill stop beating around the bush, every new wepaon modeler creates cardboard cutouts then turbo smooth/subdiv/mesh smooth's it to get a plastic round effect. We all have done it and we learn how to do it properly from crits like this when were put stright.

The technique i use is different since well, i just got on with it. Box model the weapons, right now your simply outlining with a spline/line> turn to mesh > extrude > smooth.

Box modeling allows you to control the mesh flow better, yes its a mechanical so perfect poly flow isnt needed but its good practice anyway.
Start off with a square, then extrude out the model, this way you can decide on how many segs you want. The level of detail is added after you have the basic shape, since youv palnned on the segments you can easily get the details right.

Ughh ill have to explain this better when am not ill.



image of a medium poly approach should get a half decent poly count x detail with this. Sleep now.

edit crap the segments that go from top to bottom should not break, this is just me being god awfully tierd.

-Con

mike5424
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Posted: 7th Feb 2010 18:13
Quote: "Yes and your FN FAL is very blocky..."

Where?

I agree with lazurus. Box modeling is the way to go about weapon modeling!

---
Asteric
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Joined: 1st Jan 2008
Location: Geordie Land
Posted: 8th Feb 2010 00:18
Well you need to work on the mesh more before going onto uv mapping it, there are some mesh errors there, and you really need to go back and make it more accurate.

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Gingerkid Jack
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Location: UK
Posted: 8th Feb 2010 08:52
Quote: "Box modeling is the way to go about weapon modeling!"


Yes of course it is, all my guns done by box modeling. However it doesn't hurt to chamfer the edges a bit. A lot of my guns are 600-700 polys and they dont look like a cardboard cut out.

Gingerkid Jack - Aspiring Game Designer\3d Modeler
defiler
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Location: Canada
Posted: 9th Feb 2010 07:27
i should redo it... i guess i should, and see if i can limit the polygons/verts/ whatever


also can someone give me a base poly/verts count a gun should have?

thanks.

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Asteric
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Posted: 9th Feb 2010 18:04
Quote: "also can someone give me a base poly/verts count a gun should have?"


Weapon models for modern games can go to around 5,000+ but its a good practice to keep them around 3000, depending on how much detail and the engine required.

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defiler
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Posted: 10th Feb 2010 01:18
alright, i will see if i can keep it at 3000 polys, im guessing fpsc wont lag with a 3000 poly gun? it better not

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Toasty Fresh
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Posted: 10th Feb 2010 05:14
FPSC would be hard-pressed to lag with a gun using 10000 polies, on a middle-range computer.

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Sid Sinister
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Posted: 10th Feb 2010 09:08
3000 is still awfully high for that. Ideally, if you knew how, you'd make a low and high poly model and bake the high poly details onto the texture. If you don't know how to do that though, you'll have to really budget your poly's.

Also, it really depends how many of these guns will be in the game at any point and what the rest of your scene poly budget is like. Etc etc.

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