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3 Dimensional Chat / Xyus' Models

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Xyus
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Posted: 15th Apr 2010 18:46 Edited at: 15th Apr 2010 18:49
Recently, I've found that relying on free models for my games seriously limits the type of games I can make. Up until recently, most programs I have tried to make have been very small, so it wasn't much of a problem. But about two weeks ago, I started a project that would end up being really large, really fast, and I quickly found that my limited database of models didn't have what I needed.

So, I took that opportunity to learn a bit about modeling. Now, a week after the decision to learn about modeling, and a day after starting my first "Real" model (I had a few small "Slightly altered Spheres and Cubes" before it), I have finished my first model, A high-poly (Absurdly so, for it's appearance) Minigun, based on the GAU-17 (Although edited to an obvious degree).

I would appreciate any criticism and pointers you can provide.

Image 1:


Image 2:


It is fully animated with start up (Cannon slowly speeds up, from staying motionless, to rotating at top speed), full fire (continuously rotating at top speed) and stopping animations(Quickly slowing down, from top speed to motionless) .

I'm currently working on the textures for the gun, as well as the model and textures for the tripod stand.

I will release the models here after completing textures and lowering polys.

[Edit] Edited the post after seeing how large the images were.
AutoBot
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Posted: 15th Apr 2010 18:54 Edited at: 15th Apr 2010 18:54
Great job, can't wait to see the texture!
Xyus
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Posted: 15th Apr 2010 21:29
Bad news is, I had to scrap the texture I was working on. It looked too "wrong" for my tastes. I'm going to start on another one. Good news is, I fixed the hand rest on the gun.



I don't know why I had it so short before. It looks like it would've been uncomfortable. Or useless. Or both.
JLMoondog
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Posted: 15th Apr 2010 22:43
I'd say add a bit more detail and use this to create a normal for a lower poly version. Then when you texture you won't have to add too much detail like shadows and shininess, just let a shader do the work for yah.

Looks nice otherwise. Any chance for a wireframe? Looks like your using TS? Keep up the good work.


Xyus
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Posted: 15th Apr 2010 23:31
Quote: "Looks like your using TS?"


TS, and Wings3D, among various other programs.

Thanks for the tips

Here is the wireframe(See "View", I don't want to stretch out the page too much.) from the extremely high poly model (Which hopefully will have it's "Extremely High Poly" title removed during the baking process, or otherwise.)

It proves I've done everything you probably shouldn't do when modeling, since I kind of used smoothing in a bad way.
JLMoondog
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Posted: 16th Apr 2010 00:55
I use the same setup, TS7, Wings3D and PsP. As for the model, what is up with the tessellation? :S Looks like you either used NURBS, or you have some very strange boolean operations going on. I'm curious how you created the objects. With so many crazy polygons it will make for a horrible bake model. TS if very picky about this operation sometimes. I've had awkward polies before thinking I could get away with it, and TS just crashes and burns when I try to create a normal map from it.


SJHooks
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Posted: 16th Apr 2010 02:16
Wow, you just blowed me away That's the best "first model" I've seen yet, great work!

Xyus
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Posted: 16th Apr 2010 02:38 Edited at: 16th Apr 2010 03:09
Quote: "As for the model, what is up with the tessellation?"


Sorry about that. It must have been when I triangulated the shield under the barrel. Here it is mostly untriangulated. It's still pretty bad, but it's better. It's still smooth-crazed.

Remember, I'm a beginner, so I hit buttons on accident, and think "Eh, I'll get by with that", without realizing the effect that will have later.

[Edit]
Quote: "Wow, you just blowed me away That's the best "first model" I've seen yet, great work!"


Yeah, well, I'm not saying it was easy. It took many hours. Like, 4-6. And that's on the model alone. Studying the reference picture, and the page after page of manuals and tutorials, that took longer.

I still have much to learn (Reference to tessellation mix up above). Thanks though! Is it really the "Best First", though? I've seen some good ones.
JLMoondog
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Posted: 16th Apr 2010 04:00
Yah that looks a lot better. Though you still have that crazy tessellation on some spots. I've only seen that type in 3dMax's meshsmooth operation, had no idea TS could do that(I forget what type of operation it's called, but it's some weird calculation it does to create those strange shaped polies).

I'd say you'd get away with a nice render of the object at least, since you won't be able to use it for not much else. Best way is to get some nice seamless metal textures, add a bump and I suggested using the 'conductor' reflection map and play around with the settings till you have what you want. Then get a nice HDRI map and use the HDRI function and render for epic goodness.

Here's an example I wipped up real quick:


When I get a chance I'll post a few pics on how to setup the material map and render if your not sure howto. Good luck.


Xyus
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Posted: 16th Apr 2010 04:26 Edited at: 16th Apr 2010 04:26
Quote: "I'd say you'd get away with a nice render of the object at least, since you won't be able to use it for not much else"


I nice render is better than no practical use at all, so I'll take it.

Thanks for the tips, again . I'll work on it a bit more tomorrow. My Mini-gun *Will* be rendered epicness, or my name isn't Sue. And it's not.

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