Desert Eagle

xC4RN4G3x

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I decided to make something easy and simple as my next gun. Yeah....Desert Eagle is pretty plain and simple. It's about 90% done(missing the magazine) and its about 2392 polygons un-optimized. I could prolly chop off about 300+ poly or so after optimization(removing polygons where the 2 mirrors meet). Some crits will be well appreciated.
PS: i took these renders in default with no lighting because i didnt have time so...if something looks like its sitting in thin air i promise u its not. its just the shadows that make it look like that. sorry about that. also, its unsmoothed because i hate smoothing.
 

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Uh, why did you put it in such weird camera angles? Are you trying to hide something?
 
yeah ? :S ?
it looks pretty cool but maybe justa little bit thin ... i really wouldnt know ive left the realm of weapon modeling. i just model concepts now :D.
nice work.
 
yeah there was only default lighting, and if i didnt get the angles right...you wouldn't be able to see much. sorry about that. let me re-render them once i have time
 
i've got a question...when u cock the gun is the middle of it empty? like when u pull the top back what is there in the middle?
 
i believe its empty until its cocked back into place (in which case you dont see a cartridge....since its covered up by then). i vote empty.
 
ok question. when you shoot the gun it cocks back and a shell pops out right?
 
no idea haha. perhaps it woulda like fly out of...ahem...nowhere :)
haha just messing :)
 
uh ... why are you remaking a desert eagle ? its in CS ... or cant you get it out of CS ? if you know what i mean .
 
well...if u wanted to sure u could. but...if you were to make money out of it, ur busted. if u copy ur models from CS, then your mod has limits(it can never make money). Yeah...i don't like limits.
 
nah, but u know...sometimes u just dont know what can happen. :)
ahem..cough cough..ahem...look at cs. :)
no but seriously, i just do it for fun, but i hate limits.
PS: i'm re-rendering the deagle right now.
 
ok here are the new renders after smoothing. i've only done one clay render because they take a life time to render. enjoy. :)
PS: sorry the background color in the clay render was so similar to the model. really really sorry.
 

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the model is 2713 polygons (WOW). quite a lot for a pistol. somehow the magazine ended up being 259 polys(i added a groove into the side of it). its hard to believe that this model has 800+ more polys than my M1897.
 
First, don't double/tripple/quadruple post please, be patient, you'll get replies :)

Second, that deagle looks very good. I don't see any smoothing errors. Maybe some people will have comments based on the realism of the gun, I don't really care about that, I prefer to look at the overall look of the model.

To tell you what you could do to optimize it we would need the wireframe. Someting I have noticed that you should have done in the bump map is the kind of grip in the clip release button.
 
Looks good. Can you render it with the slide back in the open position?
if u copy ur models from CS, then your mod has limits(it can never make money).
If it's a mod, then it already has that limit in the first place.
 
If it's a mod, then it already has that limit in the first place.
well lets say it's not as "limited" :)
give me some time to render it again, i need to eat(rendering takes FOREVER). yeah....brb
To tell you what you could do to optimize it we would need the wireframe. Someting I have noticed that you should have done in the bump map is the kind of grip in the clip release button.
what...uhh....what grip are u talking about?
 
That "grip".

But, like I said, we would need the wireframe to have a better look at the polies.
 

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i see, thanx 1337. i'll post the wireframe tomorrow because its getting late and my bedtime is coming up. i did however render the model with it cocked back. the inside of the gun is empty(tell me if that's a bad thing) and i might be missing a couple stuff. crits are welcome.
 

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go to "basic parameters in ur material and make sure 2 sided is checked :D have a nice day.
 
You need to add a few polygons to the slide so that part can't be seen through when opened.

You can remove the vertical grooves on the sides of the slide, and the grooves on the slide release, they can be done in the bump/normal mapping and texture.

When the slide goes back into the open position, that little slot/knotch on the bottom of it is caught by the slide release, the slide would need to come back a little. (Only necessary for the animations and renders of it open.)
 
When the slide goes back into the open position, that little slot/knotch on the bottom of it is caught by the slide release, the slide would need to come back a little. (Only necessary for the animations and renders of it open.)
oh yeah, sorry forgot about that.
You can remove the vertical grooves on the sides of the slide, and the grooves on the slide release, they can be done in the bump/normal mapping and texture.
to tell you the truth, i don't really know how to do any of that...so i've kinda been trying to avoid it. i'll try to see what i can do....:(

go to "basic parameters in ur material and make sure 2 sided is checked have a nice day.
thanx a lot. :)

EDIT:
You need to add a few polygons to the slide so that part can't be seen through when opened.
could u point out where?
 
attachment.php

In the top of the slide, the area cut out for the ejecting shells, that area needs to be closed in. (Just create polygons to connect each set of four vertices horizontally.)

to tell you the truth, i don't really know how to do any of that...so i've kinda been trying to avoid it. i'll try to see what i can do....
If this is for a mod, then you can get someone else to do the normal/bump mapping and texturing (who has experience doing it), which would be better. If these are just to practice modeling then it isn't really necessary, although you could read up on them and do it yourself.
 
so u basically want me to create a polygon connecting the top of the slide?
 
hey!!

i can never understand why people render game models.
what's the point?
if it looks shit in the viewport (not saying this model does in anyway) then it's gonna look shit in game. no matter how well it looks in a render.
strange.

cheers!
 
can u see that opening in the game? i uhhh dont think u would ever have to see that...
EDIT: if you would then i'll change it :).
if it looks shit in the viewport (not saying this model does in anyway) then it's gonna look shit in game. no matter how well it looks in a render.
strange.
ummmm....so what it looks like in the viewport is what it looks like ingame?
 
more or less ....make a rigid body collection > then pic the model as part of the collection and make a preview ...the way it looks in there is the way it will look in hl1 untextured i dont know about hl2 it should be the same in hl2 coz its basic opengl.
 
make a rigid body collection > then pic the model as part of the collection and make a preview
no idea what you mean by that. i'm like lost...
 
yes. what it looks like in the viewport is what it will look like in game.
in game you might have extra shaders on it. but if the game engine is using vertex lighting then the viewport will give an accurate display of how the lighting will look ingame.
 
hey!!
in some games they are.
all the new games should use them.
HL2 does. so i guess that CS:S does too.
if that is what the gun is for.
 
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