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3 Dimensional Chat / Desert Eagle - First Attempt

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Grinneh
20
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Joined: 7th May 2004
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Posted: 10th Apr 2005 04:58
Hey

This is my first try at any kind of gun or object, infact it's probably my second model ever. Anyway, it's a model of a Desert Eagle and has 684 polygons, here are some screenshots.

In Wings3d:




In Ms3d - Veiwpoint Experience Technology:



Basiclly I'm just looking for some advice on things to improve the model. I still need to UVMap/texture it though .

Thanks

Grinneh

Pentium 4 3.6 Ghz, 1000 MB DDR, Geforce 6600GT 128MB
Professor
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Joined: 7th Oct 2004
Location: USA
Posted: 10th Apr 2005 10:15
Uh i would like to comment but all i see is "Image Hosted By Tripod www.tripod.com"

Maybe try Imageshack?


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http://forum.thegamecreators.com/?m=forum_view&t=41284&b=8
Grinneh
20
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Joined: 7th May 2004
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Posted: 10th Apr 2005 10:57
Hey

This is my first try at any kind of gun or object, infact it\'s probably my second model ever. Anyway, it\'s a model of a Desert Eagle and has 684 polygons, here are some screenshots.

In Wings3d:




In Ms3d - Veiwpoint Experience Technology:



Basiclly I\'m just looking for some advice on things to improve the model. I still need to UVMap/texture it though .

Thanks

Grinneh

Pentium 4 3.6 Ghz, 1000 MB DDR, Geforce 6600GT 128MB
Oddmind
20
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 10th Apr 2005 13:22
try photobucket! it works great for me...i can upload a pic and have it on the forum in 30 seconds with photobucket
Oddmind
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Location: Atlanta, Georgia
Posted: 10th Apr 2005 14:45
well from my diverse knowledge in weapons, i can say only a few things...the rear sight needs to be taler...and the front part of the gun needs to be a lil bit thicker...and whats this? no barrel!? lol thats a problem...wheres the bullet gonna come out?
Grinneh
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Posted: 10th Apr 2005 19:15
Thanks for the replies, and sorry for kinda double posting. I tried editing my original post and if gave me an unknown system error, and ended up posting it as a whole new post.

K razeJimmy: Hehe, thanks for those suggestions, I'll start working on those changes.

Grinneh

Pentium 4 3.6 Ghz, 1000 MB DDR, Geforce 6600GT 128MB
Bobocop
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Posted: 10th Apr 2005 20:59
That is some nice work for it being your second model and with only 684 faces.

Quote: "and whats this? no barrel!? lol thats a problem...wheres the bullet gonna come out?"

The berral (hole for bullet) will add about another 100 faces to the model
I think if you leave it and skin it with the part where the hole is suppose to be black, you wont be able to tell if it's a real hole or just painted in, no matter how close you get to the gun in game.

The one thing I would add thou is a safty switch to the side so when you look at it on screen in the game you will notice the detail.
Hell Dragon
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Location: UK
Posted: 10th Apr 2005 23:57
nice Desert Eagle

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John H
Retired Moderator
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Location: Burlington, VT
Posted: 11th Apr 2005 02:20
Looks like a couple of polys need to be reversed on the handle, but other then that, nice job


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G Man
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Joined: 17th Nov 2004
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Posted: 11th Apr 2005 02:48
When modelling semiautomatics there are a few things to remember. Firstly, the top portion of the gun should be modelled seperately so that you can animate the gun cycling. (Not sure if you did that or not). Next, when a semiauto is ready to fire, the hammer is back (unless it is a double action semi auto which is few and far between). For some reason, most people model the hammer in its forward position, presumably because that's where it is in the reference picture.

This particular model is very good considering your amount of experience, but it does have a few technical difficulties...

Firstly, the back sight is wrong. As it is modelled it would be tough to aim this gun. It should actually be wider and have a notch that lines up with the front sight. The trigger looks a little thin, you might want to make it wider.

On the barrel issue, modelling a barrel is not a waste of polys unless the player is never going to see the gun from the front (which may be the case in a FPS).

If you are going to have an animated reloading sequence, you might want to model the magazine well and a magazine. You might also want to model a spent shell casing for the firing sequence.

You mention that your model is 684 polys. Do remember that the model will need to be tesselated (all polys converted to tris) to be used in DB. So the number of polygons is probably going to almost double.

All in all though let me reiterate that this is an excellent model thus far.

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Bobocop
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Posted: 11th Apr 2005 03:13
Here's a desert eagle that I made awhile ago and have up for free download.
As you can see, you can't tell if the berral was panted on or if it's reaqlly there.
Grinneh
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Posted: 11th Apr 2005 06:09
Thanks for the suggestions Gman, yea I did model the top and bottom parts of the gun seperately for animating etc. As for the polygon count, I exported it to 3ds and imported it into Milkshape3d and got the poly count form there, which read 684 polygons and the faces were all triangles.

Looking at more pictures of the desert eagle I see what you mean by the rear sight being incorrect, so I'll fix this up too. Also, I plan to have the barrel just textured in, since it will be veiwed in a First Person veiw. Still need to add a magazine but right now I'm focusing more on fixing up what I already have.

I haven't used Wings3d very much, so perhaps someone with more experience can answer this. How do I optimise the model? I see lots of areas of the gun that are occupied with 2 completely lined up quad polygons, so couldn't 1 do the job?

Thanks

Grinneh

Pentium 4 3.6 Ghz, 1000 MB DDR, Geforce 6600GT 128MB

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