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3 Dimensional Chat / FN-FAL Rifle WiP

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PW Productions
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Posted: 16th Feb 2010 23:53
Hey, just wanted to get criticism (again). It seems no one pays attention to any of my threads... Is it my username or something?

Anyways, I've taken almost 2 days for this, and am almost finished with the model. Right now, it stands at almost 4000 polys (yes, I'm intending for it to be very high-poly) and has as many details I could necessarily fit in.

So, here's some pictures, I'm aware that some parts are not finished or have not been modeled correctly (if there's anything I messed up with the layout of the gun, tell me. I saw it at a store the other day and modeled it out of my thoughts ^^).







I've been trying to clean up the polys a little, and I'm happy with how I've done so far - it used to be almost 5700 polys, and now, like I said, has around 3800.

Please post criticism before I texture it; be harsh (I always say this) - judge the small details and what not. Just don't say 'wow, looks good'.

Thanks!

-PwP

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henry ham
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Posted: 17th Feb 2010 00:47
Quote: "if there's anything I messed up with the layout of the gun, tell me"


from what i can see you are way off on this mate take a look at this ref shot a photo speaks a thousand words




cheers henry

PW Productions
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Posted: 17th Feb 2010 02:29 Edited at: 17th Feb 2010 04:59
That's not the ref I used - that's a different variation of the FAL.

Attached is the one I'm modeling...

EDIT: Are you talking about the top part (curved)? I'm not done with that - I know that there's only a cylinder there; I haven't gone back and edited it. It's just a w.i.p...

[b[EDIT 2/b]

Fixed up some areas, cleaned up some junk, and finished up the last tiny details. (finished the stock, the handle thing on the side, made the top part better - sorry henry).





The shot below is slightly outdated- I changed a few things while uploading the photos (mostly I added the details on that side)





The newer polycount is around 5000 which I think I could've done better. I'll have to redo a few parts and then make a low poly (or medium - around 3000)


I need help with the ironsights - I just can't seem to get them right. They look... meh, wierd. Any advice?

-PwP

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mike5424
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Posted: 17th Feb 2010 09:09
Wow, Nice work! Looks alot better than mine! But what is that thing on front of the gun/back of the barrel?

---
The Afrokid
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Posted: 17th Feb 2010 19:27 Edited at: 17th Feb 2010 19:28
Nice gun, i cant wait to see it textured

@mike
im guessing its where you put a strap on, so you can hang it over your shoulder or back.
PW Productions
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Posted: 20th Feb 2010 04:34
Thanks for the comments, guys! Any last suggestions before I move on to texturing it?

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Asteric
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Posted: 20th Feb 2010 04:35
Lowering the polycount, there are too many divisions on the smooth surfaces for a low res mesh.

CoffeeGrunt
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Posted: 20th Feb 2010 20:52
I'd keep the high poly, make a normal map from it, then make the low poly...

PW Productions
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Posted: 21st Feb 2010 05:52
Quote: "there are too many divisions on the smooth surfaces for a low res mesh."


What do you mean? I didn't divide any surfaces on purpose; are you talking about the grip part or somewhere else?

@CoffeeGrunt, good idea, forgot about that.

Also, I missed some details on the handle grip, stock, and other parts.

Cheers,

PwP

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Asteric
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Posted: 21st Feb 2010 14:11
Attached is a pic of all of the areas which are too high poly for a low res mesh.

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Quik
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Posted: 21st Feb 2010 14:30
i think he is referring to the smoothing at the gun =P i would def lower em.


[Q]uik, Quiker than most
Isocadia
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Posted: 21st Feb 2010 17:19
Well, just turn down the ammount of poly's used in the round parts ( as mentioned in picture ). Like use half and then smooth them out.

Isocadia

PW Productions
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Posted: 21st Feb 2010 17:33
Oh, thanks Asteric. I was playing with cylinders. I think I'll make a low poly soon with those changes

@Isocadia, what do you mean by, "Like use half and then smooth them out."? Are you referring to a specific tool?

Thanks for all your comments and criticism guys!

-PwP

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Isocadia
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Posted: 21st Feb 2010 17:51
Well, lets say you used a 64 sided cylinder on the barrel, with using half I mean turn that into a 32 sides cylinder ( I think that 24 should sufice, if you make a nice normal map you could even go to 12 ). Thats what I mean by using half. And if you smooth that out ( by smoothing group or something like that ) it will look like a high poly cylinder.

Isocadia

Asteric
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Posted: 21st Feb 2010 18:03
The barrel should only be around 12 sides, its the furthest piece away from you in an FPS, no need for loads of sides.

PW Productions
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Posted: 22nd Feb 2010 23:26
Alright, making the low poly right now. Any more crit on the general look?

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PW Productions
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Posted: 25th Feb 2010 02:23
BUMP - c'mon, I need criticism. Please?

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Mazz426
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Posted: 26th Feb 2010 18:15
the FN-FAL is one of my favourite rifles, however there are a lot of wasted polies in your model, i'd reduce the amount of faces your using for the round parts of the gun, you could half the amount you have and it wouldn't look bad, however i must say that i personally love the model, are you goint to texture it?
PW Productions
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Posted: 27th Feb 2010 20:54
Yeah, I'm thinking how I could make the low poly really use details wisely. And yes, I do plan on texturing it which I've never done with a gun before

-PwP

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Mazz426
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Posted: 27th Feb 2010 22:39
well good luck, i find texturing guns pretty tricky, but i'm sure it'll look great if its of the same standard of the model
Ortu
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Posted: 1st Mar 2010 04:57
Quote: "The barrel should only be around 12 sides, its the furthest piece away from you in an FPS, no need for loads of sides."


12 works, but if your poly budget allows it, I might go 16, only because you can still see the end of it. the body length of an 8 or 12 sided cylinder can be disguised as smooth, but the end when seen against a lighter contrast will clearly show the number of sides it's using. 16 is visually rounded even against contrast.


PW Productions
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Posted: 2nd Mar 2010 01:05
I was using 24 and 28 for different parts of the gun. By the way, what are NURBS? (sorry, haven't been working much on the gun - I've been trying to find other things I can model).

-PwP

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PW Productions
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Posted: 8th Mar 2010 00:50
Hello...? Again, what are NURBS?

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henry ham
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Posted: 8th Mar 2010 01:02
Quote: "Hello...? Again, what are NURBS?"


Non-uniform rational basis spline (NURBS) is a mathematical model commonly used in computer graphics for generating and representing curves and surfaces which offers great flexibility and precision for handling both analytic and freeform shapes

cheers henry

PW Productions
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Posted: 9th Mar 2010 23:20
Ah thanks Henry.

Could a mod lock this?

I've given up on this project and have gone to work on lots of other guns which I plan to reveal soon

Thanks,

PwP

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BiggAdd
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Posted: 10th Mar 2010 07:57
I don't see any reason to lock the thread, if you aren't continuing with the gun then the thread can stay alive or drift down the page depending on who wants to post. No harm in leaving a thread open, just in case.

Looking forward to the big reveal!



PW Productions
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Posted: 11th Mar 2010 03:18
I just got depressed at my terrible modeling ability, that's all. Plus, I'm actually starting to regret wanting to reveal the guns I've modeled because the UV Maps are giving me huge pains and I'm no good at 'complex' textures that aren't like natural-ish like grass, brick, concrete, etc. Because I have no idea what a gun texture should look like and I've always been criticised on how unrealistic my gun models and textures turn out.

I'll try my best to get the UV Maps straightened out... Right now, I'm working on a UVMap for a Luger (WWII pistol) which I plan on releasing for FPS Creator. I've modeled a PP19 Bizon and can't get the UVMap right. I don't know if it's just AC3D's UV mapper plugin being a piece of crap or if I'm just no good. I tried other free UV Mappers, but they all gave terrible results as well...

Another problem I'm having is consistent mesh errors with AC3D. They usually occur when I extrude even the simplest of surfaces, do a boolean, or even just move a few vertices. I've found that it's semi-fixable but it's very annoying and time-killing.

Sorry about that stupid rant ^^

-PwP

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Soviet176
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Posted: 11th Mar 2010 18:11
@ PW Productions

Your models are awesome, what are you talking about? I can't model or build for the life of me. I can make uhh... box, maybe. Even then I would have trouble finding the prim tool. I have used everything I could think of and still I have never made a model, 3ds studio,zbrush,blender,wings 3d you name it I have tested it and I can't make anything for the life of me, I am using stock weapons still lol... I really like your work, I follow most of it, this is actually the first time I am in the 3d chat section of the forums. I really like your work, keep it up

"I haz no sig :o"
PW Productions
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Posted: 11th Mar 2010 23:23
It's just that I've been modeling for over a year now and can't even do a simple 'odd' cylindrical (did I spell that right?) map.

Thank you though

-PwP

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