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FPSC Classic Models and Media / Colt M4A1 Work In Progress

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Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 31st Jul 2006 12:30 Edited at: 31st Jul 2006 12:31
Its turning out better then I expected. When finished, this will be part of my "Modern Pack". I just need to add the scope, trigger guard, Magazine and arms then texture and animate it. In Fpsc it will have an optic scope. I'm also practicing my animation skills to make it look better. Will post more screens of progress when I do some more on it.



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Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 31st Jul 2006 13:38 Edited at: 31st Jul 2006 13:39
Here's the same progress, textured...




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Connor Higgins
User Banned
Posted: 31st Jul 2006 14:17
cool i think ill buy this pack :<

if u had a soul you wold help me if im down but if you loved me you would kiss my bruises better, and if i love u... i would never let u go Emily h
KeithC
Senior Moderator
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Joined: 27th Oct 2005
Location: Michigan
Posted: 31st Jul 2006 14:20
How many polys is it? I noticed that you decided to model the inside of the barrel. Looks good so far though.

-Keith


Opposing force
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Joined: 10th Aug 2005
Location: England
Posted: 31st Jul 2006 14:27
I am using caligari Gamespace. Does anyone know how to check the amount of polys in gamespace? It looks high poly because I've rendered it in high quality. I'm going to test it in FPSC soon.

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KeithC
Senior Moderator
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Location: Michigan
Posted: 31st Jul 2006 14:37
"Right click" on the selection icon (the White Arrow) on the bottom right of your screen.

-Keith


Zaibatsu
18
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Joined: 1st May 2006
Location: Lost in Thought
Posted: 31st Jul 2006 18:22
good job, but don't ruin something like that with a big, bulky scope! keep it small and good looking!

Read my profile to learn about all my wierd fanaticacies...

Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 31st Jul 2006 18:31 Edited at: 31st Jul 2006 18:32
I'm just finishing the model off. I will post a screenshot in a moment. The scope isn't that big just a small Optic one. I'm modelling all the moving part seperate, like the magazine and bolt. I got what I have made so far FPSC ready. The silencer fire, sounds great in-game. I might make two versions of this assault rifle. One with silencer and one without. Finally got "brass" and muzzle flash sorted out too.

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Opposing force
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Location: England
Posted: 31st Jul 2006 18:43 Edited at: 31st Jul 2006 18:48
The main gun is nearly done. Just need to add some surface detail...


current polycount is 659 faces.

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Kerithion
18
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Joined: 17th Jun 2006
Location: Scotland
Posted: 31st Jul 2006 20:10
Really nice work there. Looking forward to the release of your pack.
Butter fingers
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Joined: 20th Mar 2006
Location: Mecca
Posted: 31st Jul 2006 20:41
Thats really nice dude. I like the fact you used geometry on the body of the gun (for the cylinder bit) instead of relying on bumpmaps.

The only (absolutely tiny) criticism would be that the magazine reciever (where the clip goes in) should have a slight lip to it..

and just above where the shoulder guard meets the body there should be the cocking plunger....

but these are minor details. It looks wicked.

"It's often better to keep your mouth shut and let people think you're an idiot, than to open it and confirm their suspisions" - Noel Coward
badger king
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Joined: 10th Feb 2006
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Posted: 31st Jul 2006 21:22
really good work Opposing force your slowly becoming one of the best at modelling on these forums

when they come out i will buy yours and jon's model packs

Hells Earth coming may 2007
Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 1st Aug 2006 16:46
Thanks for all the comments.

Butter fingers, Thanks for the comment. I was unsure if I should model the receiver, I mean its a very minor detail. I haven't forgot the cocking plunger. When I animate the gun finally, since the plunger is a moving part I will add it in later. But thanks anyway

badger king, Thanks

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Opposing force
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Location: England
Posted: 3rd Aug 2006 00:42 Edited at: 3rd Aug 2006 00:56
Hands are flippin' hard to model




My technique concentrates on the parts of the model that show up in-game. So I don't put a lot of detail on the bits of the gun that are out of side. I suppose that keeps the frame rate low as well.

Now, I just need to animate the retrieve, idle, walk, fire, reload and put away animaions, and add a BRASS bone for shell casings. I actually considered animating the shell casings coming out of the gun instead of using the FPSC ones. What do you all think I should do?

Oh, next weapon will be the M16A2. There will be two varients of this weapon. One with a grenade launcher that 'launches grenades' (complete with grenade re-loading) and the next one will be the standard infantry one without grenade launcher. It will also shoot just burst with a 3 shots per mouse click, triple shot fire sound and fire three bullets at once.

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brummel
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Joined: 26th Nov 2005
Location: Sweden
Posted: 3rd Aug 2006 03:29 Edited at: 3rd Aug 2006 03:29
Nice. Just dont forget the mag.

Dont forget to visit my website for scripts!
Opposing force
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Location: England
Posted: 3rd Aug 2006 13:51
I won't.

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pest456
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Joined: 4th Aug 2006
Location: Boarding school. (Australia)
Posted: 4th Aug 2006 10:04
So when its all finished it will be able to fire and kill people? (FPSC ppl)

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