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FPSC Classic Models and Media / Making Melee Weapons for FPSC x9

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Dillionaire
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Posted: 6th Mar 2011 03:21 Edited at: 19th Mar 2011 01:25
Hey, everyone!

So, I've been looking around the forum, and I have found that we have quite a lot of 3D modellers here! I just started messing around with modelling back in mid-February, and I made this model of a Combat Knife in Blender.

So, I was wondering if anyone could give me any information on texturing, shaders, rigging, and animation. I would want to get good enough at this to actually distribute my models, but as you can see, I'm far off from that point. If any of you could help me, I would immensely appreciate it!

Also, I will be listing screenshots of my weapons. Tell me what you think! C&C is always welcome.

Baseball Bat (95%) 360 Polygons

Model in Blender


Machete (100%) Finished 1,888 Polygons

Model in Blender


Combat Knife: (100%) Finished 1,152 Polygons

Model in Blender


Wireframe in Blender


My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Design Runner
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Posted: 6th Mar 2011 16:31
There are plenty of tutorials around on how to do this. Try first using the search bars on the forum, then youtube, then google. You will have to get something from those.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
henry ham
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Posted: 6th Mar 2011 17:16
model looks good mate.your next step is uvw mapping ( this is a must learn skill if you want to make game models )try google & search blender uv mapping tutorial there are loads to get you started.make sure you understand uv mapping before you move onto textureing.

good luck

cheers henry

Dillionaire
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Posted: 6th Mar 2011 18:54
@Design Runner

Thanks for your reply, I will have a look around.

@Henry Ham

Thank you! I didn't take my time making it, so I think I'll go back and change a few things. UVW mapping? Is that the same as UV mapping that hear about so much? Regardless, thanks for the tip. I'll go see what I find!

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Kravenwolf
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Dillionaire
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Posted: 6th Mar 2011 21:38 Edited at: 6th Mar 2011 21:39
@Kravenwolf

Thank you very much for the links! I watched the videos, and I have a pretty decent understanding of what UV mapping is. Now I just have to commit to memory the process of unwraping/texturing/applying in Blender.

From what I've read, you're pretty famous around here for your work with Blender! If you don't mind me asking, how did you learn to model so well in Blender? Did you use these tutorials?

------------------------------------------------------------------

Update: Okay, so I've worked on the Combat Knife, and I fixed several parts of its design. The butt of the knife is rounded and ovular, as is the rest of the handle. The hilt no longer has that gaudy, unnecessary hole, and instead has a more basic and cleaner look. Lastly, I remodelled the blade, so it has a fine leading edge. The top of the blade is wider, and all the polies actually come to a point now. Last but not least, I'm under my 1200 poly limit! (1152 polies) Tell me what you think!

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
henry ham
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Posted: 6th Mar 2011 23:35
it looks good mate, but i think its a bit high poly for what it is.take a look at this model i made some time back it may help you.





cheers henry

Dillionaire
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Posted: 7th Mar 2011 00:01
@henry ham

Thanks. The reason the knife was so high ploy was because the vertices for the hilt's oval was like 20 or something. I could have reduced that a bit, but I forgot that low-poly models look so good in FPSC.

And the new Machete I modelled today is high poly because in Blender I can't seem to make nice rounded edges on handles and things like that like on your model. Instead, I used multi-rez to smooth it off. Do you have any tips to get your handle so low poly?

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Kravenwolf
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Posted: 7th Mar 2011 00:12
Quote: "because in Blender I can't seem to make nice rounded edges on handles and things like that like on your model."


You'll use your texture to make your model's edges seem more smooth.

Kravenwolf

henry ham
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Posted: 7th Mar 2011 00:14
i started out using a 12 sided cylinder to make the grip,then moved the verts to fit the shape i wanted then welded together any verts i didnt need to save on polys.

remember if your models are going to be fps weapons then the grip will be mostly hidden by the players hand so you dont need to make it to high poly.

cheers henry

Dillionaire
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Posted: 7th Mar 2011 00:20
@henry ham

Oh, I see! So you just made a cylinder about the length of your reference image's grip, then moved the vertices around, and then cleaned it up? I'll have to look into it, but I'm not sure if Blender has a welding tool. I would think it does, but I don't know what the shortcut is for it. I know 3DS Max's welding tool was very helpful in my pointless fiddling with it, as Max is so complex...But, I shall make this one of my top priorities! Thanks, I appreciate it!

@Kravenwolf

Do you mean with shaders or the actual texture? This interests me, because I noticed there are few polies around henry's knife, but the texture is quite shiny and smooth. Could you elaborate some more, please?

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
henry ham
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Posted: 7th Mar 2011 00:39
Quote: "Do you mean with shaders or the actual texture?"


he means the texture a good texture on a crap model can make it look good .but a crap texture on a good model will still look crap.

here is a texture map from another of my knife models you can see i have added some shape to the texture by adding lighter & darker areas to the map.



Quote: "I'm not sure if Blender has a welding tool"


i dont use blender but im sure it has somthing that does the same job ,i think Kravenwolf uses blender so im sure he will be able to point you in the right direction.

cheers henry

Kravenwolf
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Posted: 7th Mar 2011 00:40 Edited at: 7th Mar 2011 00:54
Quote: "Could you elaborate some more, please?"


The shiniess or light contrasts in the areas where you would normally find depth can be 'painted' onto the texture or AO baked to help define the edges and add that depth to a flatter surface. Shader maps can also help bring out more detail without adding more polys.

You can bake on AO in Blender so the software will calculate those light contrasts for you rather than hand paint every shadow and hightlight. Though, it's still not a bad idea to go into your texture with a brush later to refine the detail that Blender adds. And you won't be able to use this method to fake depth on lower poly models unless it's for normal map. This is a quick AO bake result in Blender;




EDIT:

Quote: "I'm not sure if Blender has a welding tool"


Select the 2 verts, press "W", "Merge", "At Center".


Kravenwolf

JLMoondog
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Posted: 7th Mar 2011 00:59
Quote: "good texture on a crap model can make it look good .but a crap texture on a good model will still look crap."


There are no more truer words then those.

I think I'll show off my melee weapon also,


My knife only has 91 polygons altogether and I still made it look highly detailed by painting in the highlights and shadows of the blade and handle. The handle is actually only 6 sided.

Texturing can be a lot of fun. Unfortunately to get there you have to UV map..which is not so fun.

Here's a shot of my texture too so you can see what I did,


I find it easier to learn 3d by studying other peoples models rather then looking at tutorials.

MONEY TAKEA
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Posted: 7th Mar 2011 01:37 Edited at: 7th Mar 2011 01:38
I can't even lie friend, for the simplicity of that model and the fact that it is simply a melee weapon which doesn't consist of any complex geometrical shapes, it shouldn't have that many polys. You should try other options such as connecting edges and using that to achieve your curved effect. Although on the bright side they do look nice, especially if they were one of your first's.

Im a little Jessiiee <3
Kravenwolf
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Posted: 7th Mar 2011 01:54
Quote: "I can't even lie friend, for the simplicity of that model and the fact that it is simply a melee weapon which doesn't consist of any complex geometrical shapes, it shouldn't have that many polys"


Were'nt you the one that made that hotel bed with 11,000 polygons just the other day? But yeah; he is off to a good start, especially with only a few weeks of modeling exp under his belt. He just needs to ease off a bit on the verts for his cylinders and he should be in good shape.

Kravenwolf

MONEY TAKEA
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Posted: 7th Mar 2011 02:06
@ Kravenwolf

Yea, yea but it is a cloth like material. Correct?

Im a little Jessiiee <3
Kravenwolf
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Posted: 7th Mar 2011 02:30
Quote: "Yea, yea but it is a cloth like material. Correct?"


Of course it is, but that doesn't mean that every little wrinkle needs to be defined by the mesh. 10,000+ polygons for a single piece of static geometry that the player's most likely only going to pass by once without even so much as a double take is a lot of unecassary detail that could be invested into something else. You could easily shave off about 8,000 polys by using a normal map to define the folds in the fabric.

Anyway, I was only messing around with you. Hope you didn't take anything offensively.

Kravenwolf

MONEY TAKEA
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Posted: 7th Mar 2011 03:03
@ Kravenwolf

Lol non taken, I bursted out laughing when I saw your post. But to satisfy you I've released a newer reduced poly one. Its Under 5k

Im a little Jessiiee <3
Conjured Entertainment
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Posted: 7th Mar 2011 03:23 Edited at: 7th Mar 2011 06:35
Quote: "good texture on a crap model can make it look good .but a crap texture on a good model will still look crap"

Ah, what about my models???
Don't forget the crap model with the crap texture... (see attached image)
I made that daggar rather quickly after seeing this thread tonight.

@ Henry Ham
That Bayonet of yours at 526 polys looks excellent.
Really top notch work.

@Josh
WOW!
That knife is only 91 polys?
It looks nice enough to be a lot more than that.
Sweet

@ Dillionare
Those may be high poly, but they are still awesome.
Well done.

Dillionaire
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Posted: 19th Mar 2011 01:28 Edited at: 19th Mar 2011 01:30
Thanks everyone for all the feedback and assistance. I've learned quite a bit from reading all this. I've been busy with schoolwork for the past 2 weeks, but I finally got to upload a new pic of a Baseball Bat.

I'm thinking about modelling a firearm...Any ideas? I'd like to start with something simple, because I'm not quite sure how to model some parts like the chamber on, oh say, the M1911.

Oh, and I almost forgot, big thanks to Kravenwolf for saving me the hassle of finding the Weld Tool. This has helped a lot with some of my models!

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
Dillionaire
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Posted: 29th May 2011 00:54
As I've been away for a long time, I figured I'd update this thread, but I'm pretty sure no one here was following it. That said, I recently obtained 3DS Max 2011 from Autodesk on a Student License, since I have a class for 3D design at my high school. So, in the future, I'm going to discontinue use of Blender for my modelling, as I've found in the past 24 hours using Max for the first time, its animation system and modelling tools are unsurpassed! Things you'd have to do by hand can be done with modifiers in Max, like Bend.

I'm pretty excited, but before I go, I have one question for you guys. Do you think I should continue making Melee weapons, or should I do firearms?

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard
raymondlee306
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Posted: 29th May 2011 07:01
I agree autodesk software really found their nitch in the user interface. However, keep in mind the student license won't grant you permission to distribute the models. But it is never to early to learn the software. Especially if your going to pursue this as a career. The other software I see the most called for in job ads is Maya, mudbox and motion builder.
born for game
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Posted: 29th May 2011 14:01
Very nice . Cool.


Dillionaire
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Posted: 4th Jun 2011 02:48 Edited at: 4th Jun 2011 02:49
Alright, I've decided. I'm going to do a gun, but I want to do a hangun. Something simple to start. The only problem I can think of is how I'm supposed to model the shell ejection port, or breach. Do any of you guys know any good tutorials, especially in 3DS Max, but they don't have to be?

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard

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