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3 Dimensional Chat / (Halo: The First) Gallery

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AJ Schaeffer
15
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 15th Feb 2011 03:54
In this thread I will show you handmade models and media I have created for a project I'd prefer you'd not ask about. Also please don't tell me about copyright crap. Trust me, I know. Just don't ask why im making these models, just review

Screen attached is the Assault Rifle (Before Reach)

Note that I have not started adding detail, I just made the base first.

Making someone's day a little better because of one of my models means a lot to me.

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PrimalBeans
14
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Joined: 14th Oct 2010
Location: The sewer.... hunting alligatiors.
Posted: 15th Feb 2011 04:59
what is this modeled in?? Honestly it could use work. The cylinder thingy under the body of the gun should be part of the complete mesh. Right now it just looks as though it clips through to planes. The rest of the gun looks a bit blocky as well... Im sure mmoj will give you details about that... lol.

Other then that regardless of why your doing it just doing it is good practice so keep practicing.

=adamW=
18
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Joined: 29th Apr 2006
Location: United Kingdom
Posted: 15th Feb 2011 10:14
Looks way too blocky at the moment.

AJ Schaeffer
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 15th Feb 2011 20:37
Indeed its is!
Quote: "Note that I have not started adding detail, I just made the base first."


Making someone's day a little better because of one of my models means a lot to me.
The Zoq2
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Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 15th Feb 2011 21:50
The top of the gun dosn't have a hole. And as others have said it looks blocky

Srry about my english im from sweeden
AJ Schaeffer
15
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Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 15th Feb 2011 21:54
again,
Quote: "Note that I have not started adding detail, I just made the base first.
"


and this my concept of how the gun would appear before Halo Reach took place.

I have finished adding detail, but now Unity got this bug and wont import the base of the gun will update as soon as i get it working...

Making someone's day a little better because of one of my models means a lot to me.
Quik
16
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Joined: 3rd Jul 2008
Location: Equestria!
Posted: 15th Feb 2011 22:23
Quote: "The cylinder thingy under the body of the gun should be part of the complete mesh"

no, but it helps. but since it is BELOW the gun it isnt necessary


[Q]uik, Quiker than most
PrimalBeans
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Location: The sewer.... hunting alligatiors.
Posted: 16th Feb 2011 08:41
dont argue with me quik... lol im kidding. The above senario is going to to cause you a uvmapping headache. You will have alot of trouble matching up your texture and preventing obvious seams.

Poloflece
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Location: Australia
Posted: 17th Feb 2011 06:59
Looks very nice, I don't really see any problems with the model.

Poloflece


Rust Pack WIP here http://forum.thegamecreators.com/?m=forum_view&t=178788&b=24
Alucard94
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Location: Stockholm, Sweden.
Posted: 17th Feb 2011 12:27 Edited at: 17th Feb 2011 12:31
Quote: "dont argue with me quik... lol im kidding. The above senario is going to to cause you a uvmapping headache. You will have alot of trouble matching up your texture and preventing obvious seams."


What? How would it cause that that? The cylinder is a separated section of the gun, and therefor has no use being attached to the mesh of said gun.

Attaching that would just increase the amount of polygons of the gun and make it harder to animate, sure the point about it making UV mapping harder is just but not in this case, I don't see how this not having this attached would contribute to "obvious seems" with a bit of good layout. There could be something shown with the little cylinder that's under the barrel and where it intersects with the body mesh but again, just texture that up and it's no biggy.

Model-wise it obviously has that old "cardboard" feel to it but you said this was just the base so that's totally cool, one thing I noticed which I think is worth pointing out is that you don't seem to use triangles as much as you could.

You appear to have a lot of edge loops from, say, that rectangle shaped hole above the handle that just continue running through the entire model, which wastes polygons.
A common misconception is that triangles are bad to have in your wireframes, and while this is true in some aspects of modeling, most of them connected to organic modeling, when modeling something like this; something mechanical it's just fine and even necessary to make good use of your triangles. This because the model won't be actually deforming in animation like, say, a model of a human would.

EDIT: As I'm sure someone will mention it anyway, yes you have a lot of quite giant N-Gons in places like your handle, but this again, doesn't really matter since it won't be deforming and when put into a game engine the model will be triangulated and that N-gon will be automatically taken care for you.
Of course if you're going to use the face of the N-Gon to model something then yeah, you need to connect it up.


Alucard94, lacking proper intelligence.
PrimalBeans
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Location: The sewer.... hunting alligatiors.
Posted: 17th Feb 2011 13:19 Edited at: 17th Feb 2011 13:37
heres why it would be harder to uv map.... you have one a cylinder clipping through a plane. the cylinder gets uv unwraped and so does the rest of the gun including the plane that you clippped through. You have no references to were the edges meet. Which means that youll have guess and use trial and error to get that part right. Actually looking at the mesh again... its not just the one plane. You have seperate meshes in more then one spot. It will be harder to get your texture right this way. besides... how may polies is this anyway??

PrimalBeans
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Posted: 17th Feb 2011 13:28 Edited at: 17th Feb 2011 13:40
But: i want to restate the above triangles are ok in mesh. In general keeping quads as often as possible will keep you mesh clean but in all actuality if you think about it a plane only needs to be defined by 3 points so really all your quads are really triangles anyway. there just defined with 4 ponts and a middle edge. Heres were this matters. Triangles generally terminate edge loops, making editability harder, and also can (not always) create problems when skinning... but triangles tend to deform better on lower poly models. So basically you really need to use them sparingly when modeling but you dont have to be completely anal like everyone seems to think... just what i think anyway...

edit Rereading: Mayabe im just a perfectionist... its true that the bottom part of the gun wont be seen for the most part so you might just get away with it being seperate but if it were me i would still make it one piece. thats me.

Alucard94
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Location: Stockholm, Sweden.
Posted: 17th Feb 2011 13:43
Quote: "heres why it would be harder to uv map.... you have one a cylinder clipping through a plane. the cylinder gets uv unwraped and so does the rest of the gun including the plane that you clippped through. You have no references to were the edges meet. Which means that youll have guess and use trial and error to get that part right."


Well obviously.
I covered this in my post, that creates no seams if you just UV and texture it correctly, sure it makes it a bit more of a hassle but that's just what it is; a bit.
And I think a bit of hassle is worth trading if you get less polygons, a cleaner mesh, and make it easier to animate.

Quote: "But: i want to restate the above triangles are ok in mesh. In general keeping quads as often as possible will keep you mesh clean but in all actuality if you think about it a plane only needs to be defined by 3 points so really all your quads are really triangles anyway. there just defined with 4 ponts and a middle edge. Heres were this matters. Triangles generally terminate edge loops, making editability harder, and also can (not always) create problems when skinning... but triangles tend to deform better on lower poly models. So basically you really need to use them sparingly when modeling but you dont have to be completely anal like everyone seems to think... just what i think anyway..."


Yes, as you seem to have just realized, all polygons boil down to triangles, this is a fact. And is why things like games use triangle count as their polygon count; the models always get their previous polygons cut into tri's. The reason why a person would want to keep their model in quads is because of how it'll make it (Generally) deform better in animation, at least in the case of organic models that well, actually deform.

Triangles do, as you rightly say, indeed terminate edge loops, and while it could make the model harder to manage as you mentioned, terminating edge loops on mechanical models and the like is generally not a bad thing. Since there's no need for deforming on things like guns, there's not much need to keep even and well flowing edge loops, since they'll just waste polygons.
These days when gun models are so dependent on things like normal and specular maps really you just want a mesh that can hold all of the detail that the high detail gun already has but still retain a small polygon count, so triangles are, and should be, used heavily.


Alucard94, lacking proper intelligence.
lazerus
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Posted: 17th Feb 2011 16:00
Quote: "heres why it would be harder to uv map...'"


Alucard is next in line of highly skilled modelers on this forum, attatching the cylinder to the mesh would be cake to uv map anyway as you could jsut select 'element' or select the plains in view and simply cylinder map/flatten or even planar project to mirror the texture on the barrel to save space.

Triangles are your best friend if you know how to use them. Especially in animating and deforming. Hard surface objects are fine as tri's, but you might want to patch up n-gons as the engine might split it strangly.

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