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3 Dimensional Chat / TommyGun Not Finished. Pics and will be updated regulary.

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Deadly Shadow
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Posted: 23rd Mar 2005 06:23


Hope you like. This is the wireframe.

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Deadly Shadow
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Posted: 23rd Mar 2005 06:24


3dview

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Acolyte Entertainment
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Location: Oregon, US
Posted: 23rd Mar 2005 07:15
wow! can you post it when you are done?

Deadly Shadow
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Posted: 23rd Mar 2005 07:52
For download? If thats what you want, I will on certain circumstances. Thanks

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G Man
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Posted: 23rd Mar 2005 09:40 Edited at: 23rd Mar 2005 09:41
Hey DS... You have some funky geometry on the two grips. Plus the length of barrel between the front of the receiver and the hand grip mount has some polygons that aren't needed as does the flash supressor. Otherwise though, good start! Attached is a picture pointing out the problem areas

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Deadly Shadow
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Posted: 23rd Mar 2005 10:27
Thanks G-man. I remeber whenn you made all of your models how do you make them without funky geometry? I have to suddivide the faces alot to get them back in order thats why it looks like that! Maybe you could help me fix it?

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G Man
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Posted: 23rd Mar 2005 11:57
Basically, just look at the object and break it down into the simplest geometrical shapes that will describe the finished object's shape... You don't have to get every curve just so... Just approximate the shape. I've attached a picture showing you a suggestion that would clean up the geometry of the rear grip and trigger guard (note my lines are the red ones). This is how I would have modelled it... Not saying that my way is the only right way mind you, but it does make for a UV map that's much easier to understand and fewer tri's in the finished object...

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G Man
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Posted: 23rd Mar 2005 12:02
Here's the same image again, but this time, with just the lines (no background) and I dropped green dots in to show you where the verts would be... Figured it might be easier to see what I was doing...

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Zero #43
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Posted: 24th Mar 2005 01:29
very nice model, keep up the good work, but like G Man said, need to fix geometry

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Deadly Shadow
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Posted: 24th Mar 2005 06:12
Thanks. But why does the geometrey matter? Please explain.

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G Man
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Posted: 24th Mar 2005 07:24 Edited at: 24th Mar 2005 07:27
Geometry matters for several reasons.

First, It means you can arrive at a shape with the minimum number of polygons... I don't need to explain the need for a low poly count right?

Second, lighting is calculated across the surfaces of the polygons. Because of things like rounding errors and aliased pixels, a proper geometry will render better than one with a lot of irregular faces.

Lastly, it is easier to texture a model when the UV map is easy to understand and figure out as opposed to being a jumble of anomolous polygons with no rhyme or reason.

Here, have a look at your render. Even though it is small I can point out problems that are being caused by the geometry issues:



Right off the bat, do you see the line running down the rear pistol grip that's not supposed to be there? That's caused by the geometry issues your model has.

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Deadly Shadow
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Posted: 24th Mar 2005 13:49
Damn. I will try to fix it.

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Deadly Shadow
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Posted: 24th Mar 2005 14:32 Edited at: 24th Mar 2005 14:33
You said fix the geometrey and here it is for a start! Actually im opening up a older version! (the recent one is too messed up to fix so im redoing the handles )



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Deadly Shadow
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Posted: 24th Mar 2005 15:05


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G Man
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Posted: 25th Mar 2005 00:16
Much better! You're learning!

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Deadly Shadow
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Posted: 25th Mar 2005 01:52
Thanks Also since I fixed it, Ive had no face problems what so ever!

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Deadly Shadow
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Posted: 25th Mar 2005 23:40
Im not going to be working on it today, because today's my break from modeling! Ive put hour's into that thing! Well mainly because I had to redo some and im still not done. So I will be back maybe later today if I decide I really want to model today so

Kudos

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G Man
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Posted: 26th Mar 2005 00:34
Is there some reason for dividing the rear portion if the barrel into so many pieces? I count 7 unneeded cuts through the barrel, which will result in 168 uneeded faces in the finished model. To eliminate them, just select the vertices and slide them along the X axis until they're very close to the the ones where the attachment is at the middle of the barrel, then merge the vertices together.

I know when you started that portion of the model, you just used the cyllinder primative and didn't reduce the number of longitudinal sections on the property page right?

Just trying to help!

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Deadly Shadow
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Posted: 26th Mar 2005 01:30
Yes I used the cylinder primitave. For reasons. Thanks for your help

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Deadly Shadow
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Posted: 26th Mar 2005 01:30
Just trying to help!

Nothing wrong with that

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Deadly Shadow
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Posted: 28th Mar 2005 07:42
Updates soon.

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Deadly Shadow
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Posted: 2nd Apr 2005 17:08
Updates as soon as im done with this other project

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Deadly Shadow
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Posted: 15th Apr 2005 22:16
Sorry for the slowness heres the latest



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G Man
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Posted: 16th Apr 2005 03:30
Not sure how much use a scope would be on a Thompson SMG. They're chambered for .45 ACP. Those rounds fall like rocks after about 75 yards. The idea behind the Thompson was that it was a submachinegun, a weapon to pour butt loads of lead into nearby targets. Their primary mission was in close assault, where typically the speed of target aquisition would be hampered by a scope. If you want to really give it some zing, add a laser sight or tactical light, that would be more useful.

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Deadly Shadow
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Posted: 16th Apr 2005 03:48


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Deadly Shadow
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Posted: 16th Apr 2005 03:51


Sega and Microsoft nothing but the best.

Deadly Shadow
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Posted: 16th Apr 2005 03:52


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G Man
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Posted: 16th Apr 2005 04:07
I see you've bevelled the edges on the stock.. Excellent. You may also want to bevel the edges I marked in red on the attached picture...

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Deadly Shadow
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Posted: 16th Apr 2005 14:18
Actaully I made awhole new stock lol

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