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3 Dimensional Chat / Gun Design.

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BiggAdd
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Posted: 26th Jul 2005 03:37 Edited at: 26th Jul 2005 03:38
Hi all. I stole the design from Alpha Zero Productions Thread. I decided to make a high poly version of it as it is a seriously sweet design. Tell me what you think. heres the link to AZP's Thread:

http://forum.thegamecreators.com/?m=forum_view&t=53191&b=3





SSDD
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BiggAdd
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Posted: 26th Jul 2005 05:12
Heres a low poly version.. Only 3770 polygons.





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BenDstraw
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Posted: 26th Jul 2005 05:24
Really nice. youve been turning out some good models your a very good modeler

BiggAdd
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Posted: 26th Jul 2005 05:26
thnku very much


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BenDstraw
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Posted: 26th Jul 2005 05:33
Seppuku Arts
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Posted: 26th Jul 2005 08:32 Edited at: 26th Jul 2005 08:33
Looking awesome dude, hows the character modelling going from the tutorial you sent me, don't ask me how mines going, I've only inner extruded a few faces

Did you use the crumble tool? Looks like you did, cool

BiggAdd
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Posted: 26th Jul 2005 08:38
i used displacement shader setting on the material. dunno if version 6 has that


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sspike
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Posted: 26th Jul 2005 08:56 Edited at: 26th Jul 2005 08:58
ok I have made a few observations so bare with me, infact heres a marked up copy of the image and I will just give you a quick key to what it means

RED: These areas need a sharper fall off instead of a curved edge
BLUE: The cog looks like it should be a octogon (8 sided) shape in order for easy twisting when out in the action
YELLOW: The holes in the muzzel should be see through with no pipe in the middle, this allows for some ventilation to reach the muzzle
GREEN: From the concept it looks like there is some kind of switch or cocking handle which I can't see on there

Also it would benifit from a less of a rust looking texture make the patches bigger and more sprase in order to give it a camoflage feel

but all in all a good job
Seppuku Arts
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Posted: 26th Jul 2005 09:00
oh the displacement shader, yeah 6 has it, never used it though, looks similar to a light crumble, meh you can achieve the same result in differant ways

@ sspike, you just come from CGtalk, because you're giving cgtalk style crtique, which is good Apart from they rarely say, Nice model keep it up, but you could improve it by....... instead its, you should consider that, ooh and that bit gets on my nerves change it!

Raven
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Posted: 26th Jul 2005 09:01
Quote: "Heres a low poly version.. Only 3770 polygons."


I don't really believe that sentence makes much, well.. sense.
The shapes' alright, but you might want to think about starting by trying to make the shape with much lower polygons (try to limit yourself to 1,000 which is still quite high for a world weapon).

Once you do that then work in the details for a CG version from there. The concept itself is quite horrible imo

Not something you should be modelling from. Create a better concept, more detail, more realism.

sspike
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Posted: 26th Jul 2005 09:02
well people have to learn

oh and I hate CGTalk full of people thinking their pros
BiggAdd
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Posted: 26th Jul 2005 09:12 Edited at: 26th Jul 2005 09:13
THniking they are pros... u talking about me?? and its low poly compared to the other version.


SSDD
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sspike
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Posted: 26th Jul 2005 09:17
no I am talking about CGTalk.com everyone on there is basically an idiot who thinks they are the greatest thing to ever pick up a 3D app, don't get me wrong there are some decent people on there but unless your work is in tip top condition your gonna get ignored or ripped to pieces
BiggAdd
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Posted: 26th Jul 2005 09:20 Edited at: 26th Jul 2005 09:23
CGtalk.com? never heard of it. You use Maya sspike? o and thanks for the tips.


SSDD
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sspike
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Posted: 26th Jul 2005 09:27
yeah I use maya have been doing for just about a year now
Raven
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Posted: 26th Jul 2005 09:28
Quote: "oh and I hate CGTalk full of people thinking their pros"


Yeah, you want to know what's more unfortunate. The fact that most of the ARE professionals. I left the community for Polycount.com pre-2000, believe me you leave and you never turn back.

Far more Games Industry professionals are on the Polycount boards.
Some (if you've followed industry artists) are like gods amongst the little ppl. Believe me once you know the names of most of the members (including the Admin of the site) you'll quickly realise these guys in general know more of what they're talking about.

They tend to hand out at both, but on CGTalk they'll often *only* post to pimp thier new work, then disappear.

Seppuku Arts
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Posted: 26th Jul 2005 09:51
well yeah some are pros, but they're mainly up tight on their arse about your work, but well I've gotten good advice don't get me wrong, I got the good guys commenting on me there, prolly cos the elitists were ignoring it. And well I guess these 'pros' are so uptight in high quality crap to remember whats good for someone not as good as them at it, but when I give advice at Karate I consider they're beginners and understand what they need to improve and say theres good stuff even if its not so good, its what I call helping with confidence, otherwise they'll think they're useless and give up or just not improve, thats why CGtalk is unpopular, they may be pros, but they are amatuers at helping people

BenDstraw
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Posted: 26th Jul 2005 14:33
CGtalk is awesome that and 3d total have some very good models(CGtalk more).

I would never post my work it would be a mouse among men!

Seppuku Arts
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Posted: 26th Jul 2005 20:14
and some of them would make sure that you were

ALPHA ZERO PRODUCTIONS
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Posted: 27th Jul 2005 05:08
yupp

Seppuku Arts
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Posted: 27th Jul 2005 07:28
sspike
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Posted: 27th Jul 2005 08:54
anyway back on topic guys
Snipa Masta
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Posted: 28th Jul 2005 05:08
The gun is from:
http://www.norrkoping.bonet.se/rad/guns

It looks good, but the grip needs to be rounded - not a meshsmoothed box.
BenDstraw
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Posted: 28th Jul 2005 13:09 Edited at: 28th Jul 2005 13:10
Quote: " and some of them would make sure that you were"

what do you mean?

back on topic like sspike said.

Seppuku Arts
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Posted: 28th Jul 2005 20:56
they'd make you feel like the mouse, instead of saying good work needs little bit of improvement here and there, but the elitist CG guys would either ignore it, or be very picky, making you feel that you are useless in places, I've never had that, but seen it, the guys I got were friendly, I guess the elitists ignored me.

Anyway, back on topic, we gonna get an update on a new texture for the camoflage look?

UnderLord
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Posted: 28th Jul 2005 22:53
Seppuku is probably right =\

Trigonometry, Geometry, Physics OH MY!
Van B
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Posted: 28th Jul 2005 23:58
I like it, not sure about the ergonomics of the design, I mean the sight is so far down the barrel that you'd get a creak in your neck using it - but it looks cool and it's a nicely put together model.

The polygon count is outrageous - but I imagine that BiggAdd knows this - ideally a huge sniper rifle would'nt take up 1000 polys, in fact half that is a good poly-limit for FPS guns.

Personally I like to see real low polygon weapons that are still detailed, there's something 'leet' about being able to make detailed weapons with very little polygon budgets.


Van-B

BiggAdd
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Posted: 29th Jul 2005 01:09
Of corse. All my models poly count are outrageous. Apart from the piano. which is my first attempt at a low poly model.


SSDD
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Seppuku Arts
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Posted: 29th Jul 2005 01:15
meh I hate low poly modelling, but well you gotta do it for games, you have to limit your detail, and make it up in texture and normal/bump maps

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