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discostu
20
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Joined: 30th May 2004
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Posted: 9th Aug 2005 14:55
Sorry i know most people are fed up of guns but it seems to be what im most comfortable with so if ya dont mind C & C are welcome

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Seppuku Arts
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20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 9th Aug 2005 16:09
a lotta people are comfortable with guns....cowards


Anyway as much as I am fed up with em, I'll still crit

I think its a big improvement from your other models, just need to see how you handle texturing, I cannot think of anything to say to improve it from there other than texture, maybe if you wireframe us

Raven
19
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 9th Aug 2005 16:14
Quote: "a lotta people are comfortable with guns....cowards


Anyway as much as I am fed up with em, I'll still crit"


Then make something else yourself.

Anyways.. I would suggest working from a more humble start then work your way up. It's far easier and better to get the shape correct, then add in the detail later.



discostu
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Posted: 9th Aug 2005 17:19 Edited at: 9th Aug 2005 17:41
thanks seppuku im not sure about texturing lol ill get you a wire frame one soon just doing something else at the mo lol.
as for Raven what do you mean the shape is correct, and the detail anywho thanks for your critique.

wireframe

its 12245 polygons

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dark coder
22
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Joined: 6th Oct 2002
Location: Japan
Posted: 9th Aug 2005 18:18
@disco

select all the objects of the model then modifiers/mesh editing/optimize

to get the smoothing to look a bit better select everything right click convert to/editable mesh, on the modifir lift select edit mesh and right click select polygons, hit ctrl+a to select all polys, on the edit mesh modifier bar scroll down to smoothin groups and click clear all, then select the 45.0 and replace it with 64, then click autosmooth. for the most part this should do it right.

and theres nothing wrong with modelling guns atleast this one has alot more detail the others


Seppuku Arts
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Location: Cambridgeshire, England
Posted: 9th Aug 2005 19:18
@ Raven fair enough, I should and well I constantly model humans, I guess people use the thing they find easiest to model that can have high detail a lot to improve until they can jump onto a similar but more complex object and during the process they'll apply their knowledge widely.....I think....and well I guess I'll model horrible monsters as my next ring of objects (so that means I'll model my biology teaching, nahhh my PC can't handle her as a referance image and would break )

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Megaton Cat
21
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Location: Toronto, Canada
Posted: 9th Aug 2005 20:00
weee another gun. Good job for modelling in 3 dimensions atleast.


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discostu
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Posted: 9th Aug 2005 21:10
@ dark coder, thanks ill try that now. yeah it has loads of detail but its high poly but because im not part of a team or anything i just make models which are very detailed and as a result are high poly. if i was to make the model for a game it would be alot less poly's probably about 2000.
@Megaton Cat, thankyou.
@Raven, i see what you mean lol, anywho i stick with this sort of modelling because i dont have to model for anything else i do it purely for enjoyment and not as part of a project or team.

Thanks again for all your comments

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Dark Serpent
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Posted: 10th Aug 2005 21:06
Its goo but try to make it all one mesh if possible. I know somethimes it may be nessesary to booleen.

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dark coder
22
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Location: Japan
Posted: 10th Aug 2005 21:27
making it once mesh is a stupid idea reasons:

higher polycount
harder to use/ requires boolean or fancy poly editing
takes longer to do as youll have to extrude lots rather than adding boxes and such
harder to uv map

advantages:
may look cleaner ingame for zdepth issues

dont see many advantages :p, making it once peice could mainly be said for human figures/animals/creatures maybe basic scenery but for a gun which is rather mechanical its best to make everything is seperate parts as when you come to animate it youd only need to move various groups eg:trigger but for humans you want it once peice so you can use mesh deformation for smooth limb movements but these are un necicery in most modern style weapons/machines/vehicles.


BenDstraw
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Joined: 21st Dec 2004
Location: Arizona
Posted: 10th Aug 2005 22:33
for guns and such its probaly best to group them instead.

BiggAdd
Retired Moderator
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Posted: 14th Aug 2005 05:43 Edited at: 14th Aug 2005 05:45
Its an ace model!!

Quote: "
harder to use/ requires boolean or fancy poly editing
takes longer to do as youll have to extrude lots rather than adding boxes and such
harder to uv map
"


Or buy software to do that for you. Cinema 4D is worth every penny. ... shame i have no pennies left for the plugins


If u send that model to me (not in Direct X) i can Unwrap the UVs make it into 1 object and reduce the poly count.


SSDD
Same Sh** Different Day
dark coder
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Location: Japan
Posted: 14th Aug 2005 15:31
auto uv mapping isnt a very good solution since it cant ever be perfect mainly on highpoly/complex meshes and will allways require editing after, and merging it into 1 object wont reduce the polycount , only using a polygon reducer.

or you could do what i suggested
Quote: "
select all the objects of the model then modifiers/mesh editing/optimize

to get the smoothing to look a bit better select everything right click convert to/editable mesh, on the modifir lift select edit mesh and right click select polygons, hit ctrl+a to select all polys, on the edit mesh modifier bar scroll down to smoothin groups and click clear all, then select the 45.0 and replace it with 64, then click autosmooth. for the most part this should do it right.
"



discostu
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Posted: 14th Aug 2005 21:10
ok biggadd ill send you it i use 3dsmax 7 so what file format do you want


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BiggAdd
Retired Moderator
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Posted: 17th Aug 2005 04:57
Yeh dark coder cinema 4D has a polygon reducer


SSDD
Same Sh** Different Day

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