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3 Dimensional Chat / Gun: Colt M1911A1 WIP

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AlecM
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Location: Concord, MA
Posted: 4th Jan 2005 11:41 Edited at: 3rd Feb 2005 11:58
This is for the Half-life 2 mod I'm on (www.lastgreatwar.com) but I will also be selling it on turbosquid when I'm done. I will probably also set it up for use in FPSC and sell a version with all the proper animations/settings.


its ~1500 triangles before deleting backfacing and offscreen geometry (this is the show version) and uses 1 1024x1024 texture.

I haven't done anything with the hammer, sights, or the back of the reciever. I also need to some more detailing all around and much more on the back of the slide.


EDIT: Finished:
http://www.shellshockede.com/portfolio/gameart/1911.htm

Sol462
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Joined: 12th Sep 2004
Location: playing with the spazookeedoo
Posted: 4th Jan 2005 12:05
whoa, lookin' great, spazuh!

coffee + monkeys + creativity = games
steve c
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Location: united kingdom
Posted: 5th Jan 2005 03:37
wow very good i have been trying to make a colt.45 for a while now but i am a noob to modelling. there is just one question i have seen a colt.45 and a m1911a1 and they are very similar are they completly different guns or is the m1911a1 an upgrade from it

current projects
codename : tasgarad
AlecM
22
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Location: Concord, MA
Posted: 5th Jan 2005 04:16 Edited at: 5th Jan 2005 04:16
m1911a1 is the updated version. These are the differences:
http://usgi1911.tripod.com/gallery/1911-1911A1text.jpg

steve c
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Posted: 5th Jan 2005 19:57
cool i see did u get that pic of the internet or did u take it

current projects
codename : tasgarad
AlecM
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Posted: 6th Jan 2005 04:17
got it off the internet.

Calevra
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Location: Netherlands
Posted: 6th Jan 2005 05:35
wow..very nice model..i like the texture damn..its just great
i cant texture very well:S..do you know any totorials maybe?
AlecM
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Location: Concord, MA
Posted: 6th Jan 2005 06:06
if you want to learn to texture take a painting class.

Major Payn
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Posted: 6th Jan 2005 06:25
That is an awsome gun model?

One thing I want to ask you though, when making a texture like that, do you use a heavily modified photo texture, or is it all done by hand?

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
AlecM
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Posted: 6th Jan 2005 09:48 Edited at: 6th Jan 2005 10:18
by hand. Very early on I used some photos of baking pans for some of the metal base texture. That was minor though. There are some bits that I grabbed off of a photo, like the mag release. I don't bother to hand paint stuff like that because It won't really be onscreen in the game. Come to think of it, the mag release is the only thing I directly got from a photo.

Heres a slightly old version of the texture map with UVs overlayed. The bullet texture is temporary.

http://www.shellshockede.com/portfolio/gameart/1911/1911_mapuvs.jpg

AlecM
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Location: Concord, MA
Posted: 6th Jan 2005 13:43 Edited at: 6th Jan 2005 13:53
AlecM
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Posted: 6th Jan 2005 16:13 Edited at: 6th Jan 2005 16:24
Badname
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Posted: 6th Jan 2005 20:10
good job, i like the fingerprints ^^ never seen that before on a model.

3D modeler & Texture artist
Badname's FREE MODEL PACKS @ http://forum.thegamecreators.com/?m=forum_view&t=42656&b=3
steve c
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Posted: 7th Jan 2005 00:46
what program did u use to make those textures because there really good and i have no idea on how to do that and what modeller did u use pls

current projects
codename : tasgarad
AlecM
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Posted: 7th Jan 2005 01:28
photoshop

steve c
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Posted: 7th Jan 2005 03:51
cool thanks

current projects
codename : tasgarad
AlecM
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Major Payn
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Posted: 7th Jan 2005 06:06
You painted that handle by hand? How the heck did you do that, I mean all those little grooves. You must use one of those pen thingys to paint right?

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
AlecM
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Posted: 7th Jan 2005 11:30 Edited at: 7th Jan 2005 11:57
nope, just the mouse. I lost the pen to my crappy stylus about a year ago. Most of the work is basic shading with the burn dodge tool, then going in with a 1 px brush for all the scratches. Then paint in other layers to blend ontop like grime. The PSD is ~130 layers and is around 200mb

Major Payn
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Posted: 7th Jan 2005 11:50
Wow.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
AlecM
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Posted: 10th Jan 2005 10:48
The Samurai
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Posted: 18th Jan 2005 09:32
wow that's freaking awesome.

Van B
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Posted: 18th Jan 2005 20:15
Whoah! - that's some insane detailing, it even has little drill marks on the sight!

Can I ask where you get your reference stuff, or are you lucky enough to have lot's of toy guns lying around? - it takes me to find a top down view of a gun, never mind being able to figure out all those details and sizes.


Van-B


It's c**p being the only coder in the village.
Hamish McHaggis
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Posted: 18th Jan 2005 21:36
I'm sure that even commercial companies would kill to have an artist like you . Simply amazing.

Isn't it? Wasn't it? Marvellous!
AlecM
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Posted: 19th Jan 2005 02:07 Edited at: 19th Jan 2005 02:15
I had an airsoft of a similar gun and then I got some good blueprints and reference images off the net.

http://www.sightm1911.com/blueprint/M1911A1_blue.htm
I had a really good reference image but the site that was hosting it is down now.


I forgot the takedown notch in that last render.. There are tons of images of it in my portfolio:
http://www.shellshockede.com/portfolio/gameart/1911.htm

AlexI
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Posted: 2nd Feb 2005 00:50
sorry i dont mean to be rude- isnt that the same one as darkamtter colt or something.
chuckakan
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Posted: 3rd Feb 2005 04:07
have u ever used charicter shop 4 as i have a problem zooming in as i do not have a mouse with the rolly thing in the middle of left and right mouse buttons! does anyone know a way of zooming in and out using the keyboard?
AlecM
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Posted: 3rd Feb 2005 11:58 Edited at: 3rd Feb 2005 12:00
Quote: "
sorry i dont mean to be rude- isnt that the same one as darkamtter colt or something."


But you do such a good job of it. Especially when my colt is way way way better looking than the one in darkmatter.


Oh, incase anyone wants to see the finished version I have a section on my portfolio for it:
http://www.shellshockede.com/portfolio/gameart/1911.htm

The LGW site is down because our host didn't pay there data center then went out of buisness..

Baggers
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Posted: 4th Feb 2005 10:34
Beutiful photos, but wheres the model ?
No man amazing work !
Indian Homie G
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Posted: 4th Feb 2005 15:06
Unbelieveable.

AMD Athlon XP 3000+, S3 Deltachrome s8, 512 PC3200 RAM, 160 GB HD
Preston C
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Location: Penn State University Park
Posted: 5th Feb 2005 22:23
Quote: " Beutiful photos, but wheres the model ?"


I don't think Alec, who must be one of the best modellers/texturers on these forums, would give out such a model for free. He can make a lot of money from this sorta stuff (hence the WW2 Model Packs that are on sale on the site, Alec worked on those if you guys didn't notice).

Intel Celeron 1.3 Ghrz | 512 MB Ram | NVIDIA GeForce FX 5200 128MB
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Cian Rice
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Posted: 5th Feb 2005 23:44
I think he meant that the good was very realistic so he was wondering where the pictures of the model was.

Have a heart and join my message board.And now my messageboards work again!Woot!
Hamish McHaggis
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Posted: 6th Feb 2005 02:37 Edited at: 6th Feb 2005 02:38
Quote: "sorry i dont mean to be rude- isnt that the same one as darkamtter colt or something."


If that was my model, I'd be highly offended if someone said that. In case you're in any doubt still, here's a comparason...



Next time you decide to make random, uninformed accusations, get your eyes tested first.

Isn't it? Wasn't it? Marvellous!

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6r1m r34p0r
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Posted: 2nd Mar 2005 04:41
hey man, I LOVE your models, but can you lower the price of your "low poly sten"? $30 is a lot for a low poly model. I was thinking of using it until then.

scythes are out of fashion. flamethrowers are the new trend.
Required
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Posted: 2nd Mar 2005 06:14
If you compare the polygon counts though, the Dark Matter model is around 350 polygons, where as Alec Moody's is clearly closer to 1,500 polygons if not more.

Another point is that the Dark Matter one is using a 256x256 Texture, where as Alec Moody's is using a 1024x1024.
I would like to see them compared with the same restrictions before declaring one clearly better than the other.

It is a good weapon. Not sure about the attitude that accompanied it. I would like to see some more models though, after checking your website and turbo squid account. Couldn't really find much in the way of variation. There also seems to be a leap in quality, particularly between the stand alone textures and this weapons texture.
AlecM
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Posted: 2nd Mar 2005 10:58 Edited at: 2nd Mar 2005 11:00
Required:
Next time you spend 50 hours on a model/texture and someone tells you that you ripped it from and old much lower quality pack we can all expect you to give the guy a reach around?

Yes, I have an attitude. I'm sure you would like to see some more models from me so that you could judge and compare them. But you wont. I have been around these forums for ~5 years and the latest crop of darkbasic users the people we have been getting on these forums for the last year or so seem to be particularly clueless.

6r1m r34p0r:
Lower the price to what? I already offer a 40% discount, I think thats plenty fair.

adr
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Posted: 2nd Mar 2005 17:20 Edited at: 2nd Mar 2005 17:21
"reach around" ... bwhahaha. Sorry, just never heard that used as an insult/retort. Nice one.

Quote: "Very early on I used some photos of baking pans for some of the metal base texture"

D'you know, that's a really good idea. It's a shame I've just moved house and as such, all my baking pans are brand new. Only prestine guns for me....

Anyway, I don't mean to blow your own trumpet (or something) but seriously dude, that's teh shiznit. Your work is inspiring. I don't mean that in a arty, pretentious sorta way. I mean seeing the UVs, seeing the wireframe, seeing the flatshade, seeing the creative process, it takes the magic away; It's not mystical, it's acheivable. Looking at your work, I want to go away and model something. Granted, it'd probably look like poop, but at least I'd be learning.


Quote: "I'm sure that even commercial companies would kill to have an artist like you"

Agreed. There is another side of that though. I'm extactic that there's someone with demonstrable talent in the modelling and texturing field in this forum. Think about it - there's a smattering, nay a fistful of people out of the thousands of "book is stupid/wife is death" registrants. Even if you never feel like writing a tutorial, Alec, "deconstructing" your model like you have done is the next best thing.

I realise that the wording of this post may make it seem like I'm prepared to bend over expectantly in Alec's presence, but when his banner says "Professional Game Media", he means it. It's just refreshing since a large number of the community seem to adopt the word "studios" after their name and all of a sudden, they're professional.

book is death - wife is stupid
AlecM
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Posted: 3rd Mar 2005 04:21
Glad to see someone enjoys my humor.

6r1m r34p0r
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Posted: 3rd Mar 2005 04:37
oh sry, didnt see that

scythes are out of fashion. flamethrowers are the new trend.
AlecM
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Location: Concord, MA
Posted: 3rd Mar 2005 10:17 Edited at: 3rd Mar 2005 10:24
Since the real point of this thread is to shamelessly promote my work so I can make a few bucks I should make sure you guys have seen the new media subscription service Josh and I are starting.

http://www.leadwerks.com/

The basic idea is that people pay $20 a month for two texture packs with 15 textures each (1024x1024) and a pack of static meshes from josh as a bonus. Users vote on and get to help direct what content gets created month to month so that people can actually find it usefull to there games. We are looking to star with at least 10 subscribers.. we current have about half that.

Edit:
Oh, and you also get access to the WW2 media packs and most everything else on my tubosquid acccount.
/plug

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