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3 Dimensional Chat / Yet another blender present. Way better than my last ones.

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brandx96
15
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Joined: 30th Dec 2008
Location: In my house.
Posted: 25th Apr 2010 17:32
Hello. I have an obsession for sniper rifles, so I made one. The thing is, I feel bad about keeping the model to my self, so here.
The file is zipped and includes many versions of the rifle, so get winrar or something to unzip it. cheers.

yaaa. im pimp. your pimp. and..uhh. idk.

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mike5424
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Posted: 25th Apr 2010 17:36
brandx96
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Location: In my house.
Posted: 25th Apr 2010 17:47
Oh and here is the screenie for it, sorry for not adding that in the first post. as you can see the rifle is NOT textured as I am fairly new to UV mapping. It looks a little clumpy in parts but this can be covered up with a texture, and the poly count is great due to that, so if you were to use this in FPSC the performance would be fantastic. Use this model loyalty free, and change it to your liking. If you are to change it, the only thing I will ask of you is to send me the .blend I hope you find this useful.

yaaa. im pimp. your pimp. and..uhh. idk.

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Quik
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 25th Apr 2010 18:49
looks very subdived aswell...


[Q]uik, Quiker than most
brandx96
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Posted: 25th Apr 2010 18:54
@quik,

i did sub it alot lol. im kinda new to this kinda thing. hope you liked it still

The only thing I care about is staying at 100 pounds and sitting at my computer all day while eating Twinkies and and watching Saw movies.
Asteric
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Location: Geordie Land
Posted: 25th Apr 2010 18:56
You make that sound as if that is a bad thing quik, i always used sub-D. However, you have o realise brandx, sub-dividing makes everything very high poly, so it will be un-useable in games. Also, you are lacking control edges on your model, which means that areas are being over-smoothed.

Thanks for the contribution though.

Quik
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Posted: 25th Apr 2010 18:57
no i didnt mean it that way asteric, i see where it came out that way though.


[Q]uik, Quiker than most
JLMoondog
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Location: Paradox
Posted: 26th Apr 2010 01:57
More guns!


RUCCUS
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Joined: 11th Dec 2004
Location: Canada
Posted: 27th Apr 2010 07:10
No... Subdividing is generally a bad practice unless you re-model the majority of the model after subdividing. Unless its for something plastic looking, subdividing adds a tonne of un-needed geometry to the model. The real purpose of subdividing is to increase the polycount everywhere on the model, and then go in and modify these added polygons to add more definition.
Quik
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Posted: 27th Apr 2010 11:50
Quote: "No... Subdividing is generally a bad practice unless you re-model the majority of the model after subdividing. Unless its for something plastic looking, subdividing adds a tonne of un-needed geometry to the model. The real purpose of subdividing is to increase the polycount everywhere on the model, and then go in and modify these added polygons to add more definition. "


highpoly modelling only needs to be, like, optimised if ur to use it in a movie or something like that, if for a good looking render or for a bake then not needed.


[Q]uik, Quiker than most
wrapscallion
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Posted: 27th Apr 2010 16:04
10,000 vertices, 11,000 faces.( in blender, look to the top right: VE = vertices, FA = faces.) You can keep a good count by knowing those two.
Alucard94
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 27th Apr 2010 20:21 Edited at: 27th Apr 2010 20:21
Quote: "No... Subdividing is generally a bad practice unless you re-model the majority of the model after subdividing. Unless its for something plastic looking, subdividing adds a tonne of un-needed geometry to the model. The real purpose of subdividing is to increase the polycount everywhere on the model, and then go in and modify these added polygons to add more definition."

This is true in a certain sense, although subdividing is a very vital part of the "current gen" of hard surface modeling, where you need to model a high poly version of a weapon to generate maps off of, this is made by controlling edges and keeping certain hard and not when you subdivide.
Brandx96 has however used it in the wrong sense and not applied control edges or such. Just figured it'd be worth a mention


Alucard94, lacking proper intelligence.
wrapscallion
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Posted: 28th Apr 2010 15:58
Just use SharpConstruct or Zbrush for that....no need to go all wacky with the polygons at all.
Alucard94
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Posted: 28th Apr 2010 19:26
Quote: "Just use SharpConstruct or Zbrush for that....no need to go all wacky with the polygons at all."

Okay...


Alucard94, lacking proper intelligence.
Asteric
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Posted: 28th Apr 2010 19:49
Quote: "Just use SharpConstruct or Zbrush for that....no need to go all wacky with the polygons at all."


Not if you want to keep much in proportion.

General Jackson
User Banned
Posted: 28th Apr 2010 22:42
Quote: "It looks a little clumpy in parts but this can be covered up with a texture, "

A multitude of paint doth not cover up a multitude of errors.

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