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FPSC Classic Models and Media / Sniper Rifle W.I.P.

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Cut scenes
18
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Joined: 12th Jul 2006
Location: Never leave your back to a door...
Posted: 8th Oct 2006 03:45
Im working on weapons for a new game and I am going to finish the models before I tackle texturing, that's why it's still gray. Anyway screenie 1.

"People are easier to search when they're dead."--Captain Barbosa

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Cut scenes
18
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Joined: 12th Jul 2006
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Posted: 8th Oct 2006 03:54
Oh yea screenie 2.

"People are easier to search when they're dead."--Captain Barbosa

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Zaibatsu
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Posted: 8th Oct 2006 03:59
That looks very good. if you make a decent texture, it will be a great weapon.

_Ken sent me
Reality Forgotten
FPSC Reloaded TGC Backer
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Location: Wichita Falls TX
Posted: 8th Oct 2006 04:00
the stock is way to thick, other than that great work.


RF
Cut scenes
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Posted: 8th Oct 2006 04:02 Edited at: 8th Oct 2006 04:06
Thanks Fixing the stock now.
EDIT: Fixed the stock. Does it look better now?

"People are easier to search when they're dead."--Captain Barbosa

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Jon Fletcher
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Location: Taunton, UK
Posted: 8th Oct 2006 04:11
nice rifle, keep it up


Cut scenes
18
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Posted: 8th Oct 2006 04:12
Wow I can't believe I'm actually getting good comments. This feels good. LOL

"People are easier to search when they're dead."--Captain Barbosa
switch style
18
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Posted: 8th Oct 2006 04:43
wow great model
Cut scenes
18
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Posted: 8th Oct 2006 16:00
Thank you all. Like I said I am going to finish the models befor I texture them but I deffinitly give an update when it is textured.

"People are easier to search when they're dead."--Captain Barbosa
Rebellious Gamer
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Location: Scotland
Posted: 8th Oct 2006 16:15
That is one sweet looking rifle.

Are you going to release it seperately from the game and if so, will it be free?

switch style
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Posted: 8th Oct 2006 16:42
cut scenes can u make an installer with it
Cut scenes
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Posted: 8th Oct 2006 17:01 Edited at: 8th Oct 2006 18:51
Well I'm so sorry but I am not going release it. This is mainly because I am working on it for an airsoft game and I don't think anyone would want an airsoft gun for a violent shooter. What this means is that it will have an orange tip no muzzleflash and look kinda plasticy. If I ever end up re-texturing and putting in muzzle flash and stuff like that I might release it.

PS Airsoft is like paintball except you shoot little plastic bbs instead of paintballs. Its really fun.

"People are easier to search when they're dead."--Captain Barbosa
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Posted: 9th Oct 2006 17:49 Edited at: 9th Oct 2006 17:58
Ok 2 things.

1 I added a laser sight on the bottom. Is that better or should i take it off?

2 I had an idea for the scope the crosshairs are above the barrel and the laser is below the barrel so what if I made the center of the scope between the laser and crosshairs so you would have to really aim and think. Does that sound like a good idea?
There is a picture of the laser attached.

"People are easier to search when they're dead."--Captain Barbosa

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Errant AI
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Posted: 9th Oct 2006 18:16
Personally, I'd ditch the laser and spend the polygons on making the area behind the bolt nicer. I have a feeling that will look like a brick with a tube on tope and a scope once you make it into a HUD weapon. If anything, attach the laser on top of the scope instead of below the barrel.

Also, think about it... Doesn't it defeat the purpose of sniping if you have a red beam that can be traced back to the shooter's position?
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Posted: 9th Oct 2006 18:29
Ok that all makes sense. But like I said this is for an airsoft game and my airsoft gun has a laser mounted there. But if you think it is better than I will get rid of the laser. Also what would be good to do to the area behind the bolt.

"People are easier to search when they're dead."--Captain Barbosa
Errant AI
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Posted: 9th Oct 2006 19:35 Edited at: 9th Oct 2006 19:36
You don't have to get rid of it but if you keep it, I think it would be better if you attached it above the scope so that it's a detail that isn't lost when viewing as a HUD weapon. As it is, the laser emitter unit would probabily be hidden by the stock unless you position the weapon high and far to the side in FPSC.

For the stock, just move the verts around a little until you have a smoother looking coutour for where the shooter's thumb rests. Any thing you can do to smooth out that area as well as round off the top of the cheek rest will have a high degree of pay-off because it will likely be very close to the camera. It will also make it easier to UV map when you get to that point. Don't overwrite the file you have now though because it will be a good start for when you make the VWEAP and pickup entity.
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Posted: 9th Oct 2006 20:58 Edited at: 9th Oct 2006 21:03
Ok I did everything that you said so does it look any better? And i don't know if you can see it but the whole thing is alot smoother.

"People are easier to search when they're dead."--Captain Barbosa

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Errant AI
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Posted: 9th Oct 2006 21:29
That looks much improved, Cutscenes. Can you render a shot from the rear quarter? Like how you imagine it will be positioned in FPSC? I think the countours you added to the backstrap and the coutour you allready had in the forearm should read pretty nicely but it's hard to tell from that angle.

Next up, I'd think about grabbing all the verts along the bottom of the stock (including the trigger guard) and shifting them up a bit. Right now, it's really tall and would be like gripping a 2x4. The exception to that would be if it is meant to have the "airsoft-mini" look to it.

Keep going, it's coming along nicely.
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Posted: 9th Oct 2006 21:37 Edited at: 9th Oct 2006 21:46
OK I think this gun is a wrap. Here's a hud view and also the scale is just right for this gun. Ok did the render wrong just imagine it a tad lower.

"People are easier to search when they're dead."--Captain Barbosa

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