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3 Dimensional Chat / Made me a pistol

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QuothTheRaven
22
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Location: United States
Posted: 21st May 2006 05:44
I got tired of having to use my default crappy gun that I tried failingly to make, so I spent all day today working on this.

Modeled in 3ds max, textured in Photoshop and Google (lol)





Wireframe:



703 tris

And btw, to show how my modeling and texturing skills have improved (although it's a really simple model), here's the old gun that I honestly tried really hard on: http://delvarworld.com/stuff/oldgun.jpg

Dave J
Retired Moderator
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Posted: 21st May 2006 05:54
Select the edges, most notably the ones running down the grip and use the 'chamfer' option on them. This will create two edges over the old one and make it look a lot smoother. Otherwise, a pretty good job.


"Computers are useless, they can only give you answers."
Oddmind
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Location: Atlanta, Georgia
Posted: 21st May 2006 06:34 Edited at: 21st May 2006 06:36
ahh the M1911 A1! Actually I cant tell because either you didnt model the hammer, or i just cant see it.

Aside from that its a great looking piece, wonderful use of polys. I mean outstanding! I love to see a good low poly masterpiece .

One other thing, youre missing the shell ejection piece. Its probably not on your reference pic but there is a void sort of in the slide for the shells to eject from.

EDIT: this is an A2 with the shell ejection on the right side. if your looking to model an A1 (WWII thru vietnam) then the void is on top.



formerly KrazyJimmy

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QuothTheRaven
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Posted: 21st May 2006 08:04 Edited at: 21st May 2006 08:04
BAH, I can't find my original reference image (got it through Google). It was a drawing, so I'm not sure if it's a real pistol or not. But most to all of the textures came from this image:
http://www.co.summit.oh.us/sheriff/images/pistol.jpg

Admin 7737
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Location: Japan... I WISH!!
Posted: 21st May 2006 12:30
can you post the code for the gun? thanks

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SimSmall
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Posted: 21st May 2006 13:01
the code is not human-readable - objects are usually made with a mouse, not a keyboard... they are also done graphically, not normally any typing of commands involved.

...Hope that sorted out some confusion.
Oddmind
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Posted: 21st May 2006 16:58
oh i see... well my gun is cooler

formerly KrazyJimmy

I'm the lizard king, I can do anything.
Pincho Paxton
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Posted: 21st May 2006 17:54
Both guns are nice. I like Quoth the Raven's because it has a narrow end on the barrel, and I haven't seen a gun like that before.

Chris Franklin
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Posted: 21st May 2006 19:33
Awesome

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QuothTheRaven
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Posted: 22nd May 2006 02:17
Also, here's a very early screenshot of another gun I'm working on:


IceCube
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Posted: 22nd May 2006 15:11
This one looks a lot better than the pistol

SimSmall
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Posted: 22nd May 2006 16:37
Strangely a couple of days ago I also started modelling guns - but they don't look as good as these. Keep it up
poke a fish
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Posted: 22nd May 2006 20:34
Those are looking good, and pretty low poly, nice work

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ALPHA ZERO PRODUCTIONS
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Posted: 24th May 2006 03:59 Edited at: 24th May 2006 04:11
smooth the handle by using chamfer

KeithC
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Posted: 24th May 2006 06:57
I agree with Dave J and Alpha Zero on the chamfer bit. Great job on the low poly piece though. How much time has passed since you created the first gun till now?

-Keith


sub zero
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Posted: 25th May 2006 23:34 Edited at: 25th May 2006 23:45
that looks awsome man my guns that I make never show up that good nice work!

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Phaelax
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Posted: 26th May 2006 00:42
great texture job.

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QuothTheRaven
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Posted: 26th May 2006 05:20 Edited at: 18th Nov 2006 00:58
Thank you everyone for the comments! I enjoy positive and honest feedback. Sorry I haven't responded much, it's been finals weeks here at RIT.

@Dave, Alpha and Kieth, I used a more effecient solution, instead of editing the geometry (and therefore having to remake all the UVW coords), I just edited the texture a little. I fixed up some problems around the trigger, grip, and back (not pictured)

It's not a huge update, but like I said, been busy. But if you look at the grip and the trigger area it looks much better than in the first pic.

QuothTheRaven
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Posted: 1st Jun 2006 11:39
Progress on the rifle:



I was never very good at texturing. I'm kind of forcing myself into new territory right now.

QuothTheRaven
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Posted: 2nd Jun 2006 10:50
Rifle is done for now



QuothTheRaven
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Posted: 2nd Jun 2006 10:56
^^^ Odd, I tried to edit my post and got a major SQL error

Quote: "How much time has passed since you created the first gun till now?"

About two months I'd say. It usually takes me a long time to pick up on this kind of stuff (modeling/texturing in this case) and one week it will just click with me. It's all in the nuances really...the proper way to edit verticies, what to look for, how to texture, etc.

BenDstraw
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Posted: 2nd Jun 2006 11:21
i like the logo on the pistol. and nice job texturing on both models.

God modelled man in his own reference image.
comment my art at: http://www.bendstraw.deviantart.com
Benji
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Posted: 2nd Jun 2006 22:45
How do you make the texture wrap perfectly? And what do you mean your not good at texturing?

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QuothTheRaven
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Posted: 2nd Jun 2006 23:03 Edited at: 18th Nov 2006 01:00
Quote: "i like the logo on the pistol. and nice job texturing on both models."

Thanks, its my site logo. I'm trying to make some continuaity between models.

Quote: "How do you make the texture wrap perfectly? And what do you mean your not good at texturing?"

Unwrapping the models actually is one of the longer processes of making the guns. I'm modeling these in 3ds max, and I add an unrwap UVW modifier to the object, and then basically I flatten map the gun (an algorithm 3ds max uses to flatten all the polygons of an object into a picture), and spend a day or two editing the uvw map so that all the faces are in a logical location. Once I have all of the faces in a logical place, I use a free plugin called Textporter which turns the flat uvw map into a colored image:

So basically I move all the faces one by one until they meet my criteria, then export them to a colored image. Once you know where all the polygons are, it's easy to place textures exactly over them. Then I open that image in Photoshop and start placing actual textures over the polygons. I have dual screens on my computer, so I have Photoshop open in one window, and 3ds max open in the other. Basically I edit the texture, save it, 3ds max updates the model with the new texture, and I see if I like it. I do that a few hundred times with every change I make until I like it, then I'm done and sleep for a few hours.

QuothTheRaven
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Posted: 2nd Jun 2006 23:06
Still can't edit my posts

^^^
When I say I'm not good at texturing, well look at the gun I linked to at the end of my first post , that used to be how I usually made textures. I still don't fully create my own textures now, I just search for high res gun models in Google and cut them up to my liking.

NeX the Fairly Fast Ferret
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Posted: 2nd Jun 2006 23:24
The end of the pistol is poorly triangulated. This is how it should be done.

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NeX, you cant be serious - CattleRustler.

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BenDstraw
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Posted: 2nd Jun 2006 23:33
i dont see anything wrong with what he has,.

God modelled man in his own reference image.
comment my art at: http://www.bendstraw.deviantart.com
QuothTheRaven
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Posted: 3rd Jun 2006 06:54
NeX's version seems to cut the polygons down tremendously. It's a pretty good idea. It'd be hard to coordinate the other verticies of my model to fit that system, though.

dark coder
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Posted: 3rd Jun 2006 07:22
use the optimize modifier? it will automatically remove any flat polys that are being wasted and can remove polys if there close to eachother or whatever if you set it to do that.

Hallowed are the ori.
SimSmall
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Posted: 3rd Jun 2006 16:51
Quote: "The end of the pistol is poorly triangulated. This is how it should be done."


Personally, I disagree...

This is how I think it should be done... all the triangles can be stacked on top of each other in a UV map, so it saves a... fraction of space - but, more space saved, more space you can use for other details... It'll all add up.
SpyDaniel
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Posted: 3rd Jun 2006 17:56
QuothTheRaven, click polygon, select all he polys on the end of the gun and delete them, then click boarder and look for cap in the menu, click it and now you have 1 poly, cutting the size down more.



QuothTheRaven
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Posted: 3rd Jun 2006 19:54
^^^ There's a difference between "polygons" and actual triangle faces. That wont actually reduce the number of faces.

NeX the Fairly Fast Ferret
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Posted: 3rd Jun 2006 20:20
Simsmall, your idea wastes two triangles.

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dark coder
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Posted: 3rd Jun 2006 20:48
no it wastes 1, however it would stop any polys being rendered all crap ,but that doesnt matter on such a small area, also you could save a load more polys on the side of the gun as it looks like you extruded it and didnt use all the verts, however its uv mapped now so there isnt alot you can do about it.

Hallowed are the ori.
BenDstraw
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Posted: 4th Jun 2006 00:37
man who cares those couple of extra tris you wasted isnt even gunna mean anything. some people are to worried about poly count.

God modelled man in his own reference image.
comment my art at: http://www.bendstraw.deviantart.com
SimSmall
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Posted: 4th Jun 2006 13:47
Quote: "Simsmall, your idea wastes two triangles."


In low poly modelling, saving triangles really isn't an issue unless you have a hamster powered computer.

A modern computer (Windows, Linux, Mac - anything with properly installed drivers) should have no problem drawing 4000 triangles at a sustained 60 fps. Agree? Well assuming it can then it must draw 4000 * 60 triangles a second, which is 240000. Divided by 1000 it draws 240 triangles every millisecond. Divide by 1000 again, 0.24 triangles every microsecond... so, just over 4 microseconds for my "wasted triangle"

This has already been done though, so perhaps think of it as a suggestion for next time... And it does look good.
Dave J
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Posted: 4th Jun 2006 15:41
I agree with SimSmall, organising the polys like that lead to a cleaner mesh, and 2 wasted triangles are insignificant compared to the bigger picture.


"Computers are useless, they can only give you answers."
Max Wolf
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Posted: 15th Jun 2006 23:13
nice job.

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