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3 Dimensional Chat / Beretta 9000

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Veronique
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Posted: 9th Dec 2004 08:07 Edited at: 13th Dec 2004 01:36
ok here is a lowpoly gun i tryed to make and to be hornest this is only a test.
i did make alot of mistakes and the textur is way off in the end and top but well i only get better if i try

i did use a images of a Beretta that i used as textur

(Image removed)
Cian Rice
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Posted: 9th Dec 2004 08:20
Whoah, that's nice. What program are you using?

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Veronique
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Posted: 9th Dec 2004 08:35
i use 3dmax 5.1 on a student licens
Gir
23
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Location: Crazy Taco
Posted: 9th Dec 2004 08:54
It looks almost perfect, i would say however that the handle looks way to short. fantastic texturing though. Im curious as to how you UV mapped it though, I use Max 5.0 on a student licence and for me mapping is the most labourious bit (well unwrapping that is) what technique do you use?

I'm makin' a cake...
Veronique
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Posted: 9th Dec 2004 18:35
Gir send me a mail on the mail link in my profile
i have somthing that can help you
IanG
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Posted: 10th Dec 2004 00:36
the back of the handle could be a bit more smooth - but wtf that is one great model

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
John H
Retired Moderator
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Location: Burlington, VT
Posted: 10th Dec 2004 04:51
Looks good from this angle, could we see front + back shorts? Maybe topdown or player prospective?


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Shadow Robert
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Location: Hertfordshire, England
Posted: 10th Dec 2004 05:05
Quote: "Looks good from this angle, could we see front + back shorts? Maybe topdown or player prospective?"


given the way it is texture, would be best not tempted


Hamish McHaggis
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Posted: 10th Dec 2004 05:55
It's a pretty good model, though it is a bit chunky, especially around the handle, suffers a bit from "modelled from a 2D perspective syndrome", and there are a load of un-nesecarry polys in the middle bit. Texture could be improved along the top and bottom of the model, at the moment it's just grey with noise.

Isn't it? Wasn't it? Marvellous!
Veronique
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Posted: 10th Dec 2004 06:05 Edited at: 13th Dec 2004 01:36
Hamish i agree i did alot of mistakes in this model but it is my first gun ever and first time ever i try to unwrap a model and i can see the textur isent good enugh and i did make some mistakes.

here is 2 more pic as requestd
i know this isent flawless and never said it was perfect.

(image Removed)
Shadow Robert
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Posted: 10th Dec 2004 06:17
you know the best way to texture anything is to unwrap it on to a Checkered bitmap. From that you can see where stretches and such appear so you can edit it up.

In 3D Studio Max / Gmax there is a program called Texporter, which allows you to export your UV Map. This said I think Max now has this built-in (finally!).

In photoshop (or your prefered pixel weapon), use the photo to create the material generals (in this case metal so a similar shade, with noise and a slight motion blur, with another cloud noise overlay of a similar colour soft blended)

Once that is done you'll have a nice gun but without details, which basically comes down to a fact of overlaying different colours for different areas then adding the Shadow&Light Layers.
It is remarkable how much you can do with a self-developed texture.

I always work to a black & white base image, then add in the colours later via images or general colours. As it helps allow definition.

Once that is all done, save the model ... continue to cut'n'edit what you have until it's a high polygon mesh. Use something like Melody to creat a normal map for the weapon, it'll add some nice depth with a good shader in DBP. Throw across a cubemap/spheremap/reflection shader and your pretty much golden

Don't forget to create the moving parts though. Alot of people forget that the guns top usually recoils and such.


Veronique
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Posted: 10th Dec 2004 06:40
i did unwrap this model but i dont have that much skill in texturing but by this gun i did lern to unwrap a model for the first time.

lets hope i get better and thx for the tip's
The dude guy
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Posted: 11th Dec 2004 10:43
You modeled that!? Wow!

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QuothTheRaven
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Location: United States
Posted: 11th Dec 2004 12:15
For future reference, when you render the model to show people make sure it's in perspective (not user) view, so that it actually looks like it's in 3d space and not infinite isometric view. You can tell your model isn't in perspective view because it looks a little distorted at an angle.

John H
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Posted: 12th Dec 2004 13:09
As I imagined, you got a bit of texture stretching goin on. And for another reference, its always better to create your own texture rather then photo texture it, or at least I like to do that. Makes me feel like I put a lot more work into it, rather then slapin on a picture and calling it done


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dark coder
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Posted: 13th Dec 2004 00:25 Edited at: 13th Dec 2004 00:26
heres a lowpoly gun i made




dark coder
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Posted: 13th Dec 2004 00:25
and from an angle it looks like this


IanG
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Posted: 13th Dec 2004 01:08 Edited at: 13th Dec 2004 01:09
its just a plain in milkshape??

Used to be Phoenix_insane registered in september 2003 despite what the date says to the left <--
PC - amd athlon 2.0ghz, 512mb, GeForce FX 5200 128mb, 200gb, xp pro sp2
dark coder
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Posted: 13th Dec 2004 01:29
yep lol, just taking the mick of photoskins, i can model a hell of alot better than this if i tried


Gir
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Posted: 13th Dec 2004 01:29
lol

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Veronique
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Posted: 13th Dec 2004 01:31 Edited at: 13th Dec 2004 01:37
RPGamer i have no problem using a foto for textur b/c my textur skills isent that good

what is sad is i post a few items here and and what a bunch of silly problems that meets one.

that i did use photo textur on this one and it isent render in a camerea but a user view and all kind of stuff.

all i do is make a few low poly items to train my low skill and i put it to download for anyone that can use it i never did say that design and other stuff is mine.

Raven i will say thx for you'r help that is somthing i can use.

(files is removed)

im done here.
Gir
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Posted: 13th Dec 2004 09:50
I dont think you shud take such offence to that post, i personally think it was a very good effort, so what if it didnt have a referance to the angle of perspective. And I have to say thank you so much for the video you linked for me as it sped up my UV mapping at least 10 fold.

I have seen some of my work slated, which i conisdered to be fairly good (especially as i was just starting out), yet i saw other ppls work which has on occasion been fairly poor, which was praised.

If people are constructive then thats great as it is something to work harder at, a lot of the time they are not and you just have to ignore it.

Pete

I'm makin' a cake...

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