Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Low Poly WW2 Thompson Model!

Author
Message
AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 22nd Dec 2011 09:22
Since I was bored today and have no friends I made this Thompson model!

It is exactly 738 polys!
Screenies BELOW
Meant for FPS games btw







The Zoq2
14
Years of Service
User Offline
Joined: 4th Nov 2009
Location: Linköping, Sweden
Posted: 22nd Dec 2011 13:38
With a texture that could be a very nice model
It seems to have the most inportant details...
Quik
15
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 22nd Dec 2011 18:31 Edited at: 22nd Dec 2011 18:31
way to wide! And especially the handle and the stock

http://www.nzhistory.net.nz/media/photo/thompson


The result of origin.. Oh and ponies
AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 22nd Dec 2011 18:48
Quote: "way to wide!"


This was my reference:


Besides the handle and stock are rarely seen in first person

Quik
15
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 22nd Dec 2011 19:03
Quote: "Besides the handle and stock are rarely seen in first person"


Thats no reason not to get it right though


The result of origin.. Oh and ponies
AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 22nd Dec 2011 20:19
Due to some technical errors and the fact I had already uv mapped it, I cannot make it thinner.

Here is the base texture with no detail added yet.


I'm adding the details and some wear and tear now.

AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 22nd Dec 2011 20:49
GOD that last image looks terrible doesn't it!

Detail!


Mazz426
16
Years of Service
User Offline
Joined: 4th Feb 2008
Location: Edinburgh
Posted: 22nd Dec 2011 20:56
my main comment would be to attempt baking a normal map or constucting a normal using Ndo, it'll make the details really pop, obviously

and you should probably get a spec on there as soon as you can, it's really what sells metal, without it it always looks more like rock or concrete than metal.

It's looking good though, you might want to reduce the thickness of the grip, looks a tad too thick to hold, you might want to optimise the stock a tad as well, and what's the tri count? I'm not sure if that's what you mean by polys, if so good job? nice and low

AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 22nd Dec 2011 21:00
I'm just making the diffuse atm.

Quote: "reduce the thickness of the grip"

Quote: "Due to some technical errors and the fact I had already uv mapped it, I cannot make it thinner."


AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 22nd Dec 2011 22:40
Ambient Occlusion added!


AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 22nd Dec 2011 23:10
Sorry to triple post but here's a webplayer!
http://dl.dropbox.com/u/37472262/Thompson/WebPlayer.html

Design Runner
13
Years of Service
User Offline
Joined: 16th Oct 2010
Location: In my own little world.
Posted: 23rd Dec 2011 22:24
738 polygons would be more of a 3rd person or mobile development polycount. I realize for many programs, especially fpscreator, this a a decent polycount, buit for a true fps in a a "real" game engine (not that fps-creator isn't real, just it is more for the hobbiest) a polycount of 6,000 to 10,000 triangles is typical. You still did a pretty good job of capturing the silhouette, but as said before you need a better reference to capture details more correctly. With a good normal map this could be great.

Ortu
DBPro Master
16
Years of Service
User Offline
Joined: 21st Nov 2007
Location: Austin, TX
Posted: 24th Dec 2011 00:16
scaling in the grip somewhat really shouldn't have much impact on your UV map in this instance. It will slightly squash the grain on the back but since it is running horizontal anyways you won't look out of place. besides you can always scale in the UVs to match


AJ Schaeffer
14
Years of Service
User Offline
Joined: 22nd Aug 2009
Location: Jacksonville,FL
Posted: 24th Dec 2011 00:25
No.
The grip is slightly bigger than the trigger area, therefore I would have to scale that part too.
Which I cannot.

Quik
15
Years of Service
User Offline
Joined: 3rd Jul 2008
Location: Equestria!
Posted: 24th Dec 2011 09:22
Did do tell you it was too big (the model) didnt I? :3


The result of origin.. Oh and ponies

Login to post a reply

Server time is: 2024-04-25 02:18:26
Your offset time is: 2024-04-25 02:18:26