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3 Dimensional Chat / CocaCola's M16A2 WIP

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CocaCola
14
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 8th Oct 2010 03:12 Edited at: 8th Oct 2010 03:27




I am open to minor critism as I am not a very good 3D modeller, I am going to add some more detail to the round part thing right now, the thingy before the sight, that round thing, as it has some stuff coming out of it. After that im gonna fix the sight, make it look more real and add more thats needed.

I want coke, not Pepsi!
Master Man Of Justice
16
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 8th Oct 2010 03:33
not much to look at at the moment.

You need to make the front sight an actual sight.

CocaCola
14
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 8th Oct 2010 03:34 Edited at: 8th Oct 2010 03:46
Quote: "not much to look at at the moment."

I know right now, hey I think I may hit 5k vertices by the time im done, is that OK for a beginner model thats not really gonna for low right now?

Quote: "You need to make the front sight an actual sight."

Working on that
EDIT: gonna do after rest of the model is made

I want coke, not Pepsi!
Master Man Of Justice
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 8th Oct 2010 03:47
It does look like the m16 right now for a nice low poly. I think your off to a good start.

The real challenge comes with the receiver and grip

Have fun, and dont get discouraged. Hope to see a great model.

If you need any help add me on msn.

Mastermanofjustice @ h0tmai1 . (c0m)

threw some bumps for spam bots.

CocaCola
14
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 8th Oct 2010 05:19 Edited at: 8th Oct 2010 05:22
3649 vertices (the round thingy right before the sight took up alot) . I think it's good for me!

What do you guys think? I can never do the body it's gonna take me a long time to learn. Anyway im thinking of adding a grenade launcher and maybe a grip to it, but before i do that, anything I can improve on that won't require me to restart?
I was mainly doing this because I wanted to learn more with blender, and I really want to created a mounted machine gun eventually, so I figure best to start with normal guns.







Also I didn't use any tutorials for this gun I did a quick look at a youtube video but never used anything out of it.

I want coke, not Pepsi!
PW Productions
15
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Joined: 13th Mar 2009
Location: sitting in a chair.
Posted: 8th Oct 2010 06:54
I would highly recommend not modeling the individual rings on the grip. I remember this being discussed somewhere before, and a few reasons to avoid this popped up:

-Increases poly count to high, poorly optimised numbers
-DirectX can only render 60 3D rings (I think it was something like that)
-Just use a texture to bring it out
-Considering this will probably be used for an FPS view, the less detailed part should be the front. In fact, the muzzle of it can be like 8 sided at most - the player will see it the farthest away. The same, in this case, goes with the rings


Redoing my entire website... again. EDIT: Finished it! Whew.
Master Man Of Justice
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Location: Between Insanity and Intelligence
Posted: 8th Oct 2010 07:15
PW , there is nothing wrong with what he is doing as long as he is doing it for a normal map. In fact it makes sense.

CocaCola
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 8th Oct 2010 08:22
@PW to add on what MMOJ said I was just using this for a modelling tutorial for myself, I wanted lots of detail (well for a beginner) and not use a texture to fake it, the whole idea of this was a learning experience for me. Anwyay what do you guys think? I fixed bolt, added circle thing to aimer.





I want coke, not Pepsi!
Quik
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 8th Oct 2010 08:56
add smoothing groups for the renders, my eyes are bleeding.


looking quiet cool so far!


[Q]uik, Quiker than most
CocaCola
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 8th Oct 2010 19:07
Hey can someone please tell me how to apply modifiers to specific parts of an object?

I want coke, not Pepsi!
Quik
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Location: Equestria!
Posted: 8th Oct 2010 20:18
coca cola, what program are you using?


[Q]uik, Quiker than most
CocaCola
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Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 8th Oct 2010 21:18
Blender.

I want coke, not Pepsi!
Ortu
DBPro Master
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 9th Oct 2010 07:18 Edited at: 9th Oct 2010 07:22
What modifier are you wanting to apply?

most affect the whole object, if any can be applied to just an area I'm sure you would probably just setup a Vertex Group (Editing-F9, under 'Links and Materials: Hit the new button, name the group, select all vertices which you want to add to the group and hit the assign button) and input that into the modifier.

As for smoothing groups like Quik mentioned the easiest way with good results is to set the object to smooth (same tab as the vertex groups) then add an Edge Split Modifier. This refers to splitting the smoothing/shading, not to separating the mesh edges or anything.

you can play with the angle to split on until you find a nice balance. The higher you set the angle, the fewer edge splits you will get.


The Zoq2
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 10th Oct 2010 00:49
This is realy nice

Srry about my english im from sweeden
CocaCola
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Joined: 23rd Mar 2010
Location: CocaCola.x CocaCola.y CocaCola.z
Posted: 10th Oct 2010 01:37
Quote: "This is realy nice"

Thanks, I have kinda put modelling and programming on hold to practice video editing :p

I want coke, not Pepsi!

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