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3 Dimensional Chat / Dragunov Sniper rifle

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BiggAdd
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Posted: 28th Mar 2005 01:51 Edited at: 28th Mar 2005 01:52
Here is my model of the Dragunov sniper. I made it for that compo in the news letter. Its 1033 polygons and i havn't made a texture yet. tell me what you think



dj blackdragon3710
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Posted: 28th Mar 2005 05:57
Looks good to me. Can't wait to see it with a texture.

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BiggAdd
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Posted: 28th Mar 2005 08:06
Thanks, i'm working on the texture now.

ALPHA ZERO PRODUCTIONS
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Posted: 5th Apr 2005 10:57
isn't that an AK 47 that got modified ?


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Netdemons
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Posted: 6th Apr 2005 03:32
Looks good. You going to use it in a game? What range would have?

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Posted: 6th Apr 2005 06:41
Sure looks like a dragunov to me, good job.

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G Man
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Posted: 6th Apr 2005 09:16
Quote: "isn't that an AK 47 that got modified ?"


There is a very definate resemblance between the AK47 and the SVD. They are however two very distinct rifles that fire two different rounds (7.62x39 vs 7.62x54) and have two different purposes (assault vs sniper).

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BiggAdd
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Posted: 16th Apr 2005 22:28 Edited at: 16th Apr 2005 22:30
My bro said it looked like an AK47. But i assure you its an SVD.
shado
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Posted: 18th Apr 2005 08:08
they always look like an ak. the almost are. y didnt u use the classic dragunov stock?

Van B
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Posted: 22nd Apr 2005 00:25
That classic Druganov stock is damn tricky to model!

I just made a Druganov SVD rifle for Lonewolf yesterday, weighs in at 1500 polies and has that cut-out style stock, I reckon that part takes up at least 1 quarter of the polygons.

Looks cool though, not too precise in terms of detail, but a nicely constructed model nontheless.

Bit's that stick out as innacurate to me are the stock (mentioned already), which means the handle also, but the metal middle gubbins part looks a little rushed - like you haven't used any concept art and went from memory, unfortunately in FPS games it's details like that'll stick in players minds. Also, just a niggle but I'd put the scope stand on the other side, so you can see the scope in all it's glory in a FPS view - the scope is the most prominent feature on that rifle so you should spend a lot of time when texturing it.

Check out these renders for texturing inspiration, they're from a game called S.T.A.L.K.E.R.O.L which I've never heard off - but check out the detail they've put into that scope texture, looks awesome.

http://www.stalkerol.com/modules/Gallery/armes/svd.jpg


Van-B

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G Man
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Posted: 22nd Apr 2005 02:32
That's a sweet model there VanB! Only problem that I have with it is that there needs to be a different texture for the left side of the rifle and not mirror the right side onto the left. Here are pictures of the SVD showing both sides:

Right Side: http://www.arniesairsoft.co.uk/reviews/gp_svd_dragunov/photos/svd01.jpg

Left Side: http://www.arniesairsoft.co.uk/reviews/gp_svd_dragunov/photos/svd02.jpg

Do you see how the scope mount is bolted onto the left side of the rifle and how the two levers and ejection port only appear on the right side.

A good place to get reference images for modelling is to simply go to Google, click the "Images" link at the top and then type in what it is that you want to model. Starting with a picture reference is the best way to ensure that your model reflects reality.

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shado
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Posted: 22nd Apr 2005 09:40
still not the original stock but close enough.
http://www.rifle-stocks.com/SilhouetteRHSide8inch.jpg
thats the sniper rifle im working on right now. damn tricky but i got the real thing to model off so its not as bad as it looks

G Man
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Posted: 22nd Apr 2005 14:30
That looks like a beefed up 10-22, heavy barrel configuration with the thumb-hole stock... I prefer something in a beefier caliber.

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shado
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Posted: 23rd Apr 2005 07:34
lol thats cause it is. i have the stock mounted on my 30-30 and also 22-250

BiggAdd
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Posted: 25th Apr 2005 06:40
Damn Van B thats a seriously sweet model. makes me wann cry
Van B
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Posted: 25th Apr 2005 18:44
Hehe, I did'nt model that (I wish!) - that's a pro's take on the SVD. My incarnation is done and implimented into my game, I'll be uploading a screenie tonight and a new video if I can, it's a damn cool weapon - I even went to the lengths of getting an authentic scope overlay image, it's elaborate but I prefer it to traditional crosshairs.

When UV mapping, and I need to map both sides seperately, I usually just plain map in Lithunwrap, which gives 2 halves which can be mirrored where possible, but it leaves 2 seperate maps for each side. I had to do this on my SVD for the bullet cover thingy, I just modelled the 2 levers on one side.


Van-B

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adr
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Posted: 25th Apr 2005 18:52
Going slightly off topic here, but I've noticed something:

For nearly every FPS I've seen recently, including LoneWolf and that link you provided above, VanB, the hands have gloves on. Is that to make the UVs easier to handle in some way?

Me? With my reputation?
Van B
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Posted: 25th Apr 2005 19:34
Yeah, I mean when you have a UV mapped hand, it tends to be flattened out as much as possible, it's kinda necessary with properly fingered hands as you need to get to the sides of the fingers, so a spread out hand is quite common when texturing. The thing is, drawing a hand is damn tough, there's so much detail, and when you look at your UV map, it's easy to fall into the 'damn, stick a glove on that puppy and save hours of work' groove. I always find that when there are no gloves, the hands look a little strange, like it's easier to imagine the hands as your own when they're wearing gloves, and if they look too much like someone elses, they loose a bit of that.

Personally I'd wear gloves in a warzone anyway, you never know what you'll need to scoop back in with your hands .


Van-B

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