Glock - TMP

Stormy

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I have just started today a loonng journey of getting my first finished weapon INGAME! I need to learn how to compile pritty much everything into source for my 3rd year uni project so i thought now is probly a good time to start. Starting from scratch i'm going to be modeling a glock to replace the tmp. Its going to have a scilencer and a nice big extended clip.

This is also an opotunity for me to have a damn good go a texturing, only just started to learn and i'm not too good yet. If your intrested at all you can find some of my texture practicing over here.. So i'm hoping i can get quite a nice texture onto the model.

I'm not going into emance detail in this weapon, but it will be aimed at working correctly and effectivly in a game enviroment, so no 4000000 tris and lots of detail!!!

This model will have custom animations and all that lark as well and hopfly, and most probly with alot of help from you guys, get compiled and working correctly in Counter-Strike: Source.

And to finish off this post this is how far i am at the moment, i have done no optermizing or anything like that yet and it has take quite a wile for what it is, probly around 4 hours so far but been to busy sodding around on youtube and episodes and msn and ahhg crap basicly :) C+C always welcome.

Currently 1298 Tris

glockzu2.jpg
 
Well once i'm done i am quite happy to post up the uv's model in a zip for anyone that wants to play around with it. But i still have to go through that lovly process of UV mapping, woohooo!!! But once that is done ill post it up, or pm you or somthing.
 
Just compleated the model i think, unless anyone can see anything elce that it needs. Final polly count is 1215 tris. Time to get unwrapping :(

Final render and wire.

glockfd1.jpg
 
wow stormy, looking good.
but i don't get it, you model (or don't delete) the faces you dont see in game. and the models to detailed for using it as a w_ model. (or is that the v_ model, i mean the one you drop.)
So what are you using it for ?

-dodo
 
Bascily there is no point in modeling somthing that the place wont be able to see. This is a the view model but things like the trigger, frount of the grip and general "back facing" tris just wont be seen so not much point in putting them there :)

Unwrapping is finished tho, ill upload the model now if i can upload zip's if anyone wants to have a go at doing a texture. Ok.. Can't upload anything more then 100kb. Would anyone be able to host?
 
Abit of an update. Started on the texture. I'm happy with it so far considering its my first weapon texture :)

glockks4.jpg
 
Another update now, i think the texture is mostly done. Just need to do the iron sites, trigger and clip which, judgeing from what i have done already, shouldnt take too long. But i would i like to make a request. As i have said befor this is going to be a model to replace the tmp in css. What i need are the CSS arms and arm texture for when i export. Does anyone know how i can get my hands on these. I know you can extract them out some how. Perhaps someone could send them to me?

C+C Welcome.
glockll2.jpg
 
Another bit of an update. Now i just have to texture the sights, trigger and clip and i think the texture is all done. But now i need to get my hands on the origanal CSS arms and texture, does anyone know where i can get these from. Perhaps someone can email them to me?!

C+C welcome.
glockll2.jpg
 
I couldnt be arsed to do anymore but then i decided i may as well just get the damn thing out of the way so i finished off the texture.


glockkw1.jpg


and texture 1024x1024

glockunwrapkr8.jpg
 
Thats really cool Stormy, Good work on the texture considering you can't be arsed :p.

A few suggestions though.

Even though you say this wasn't supposed be detailed consider upping the polygon count in some areas, the trigger guard is quite blocky, and the silencer barrel could be a bit rounder amongst a few other touch ups. There are easy ways to do it without upsetting the UVs.

You should still be well within safe limits.

That and if the animation of the weapon in game doesn't require the player to see certain faces of the weapon, then delete those. Although you probably know this.

Also instead of making an entire texture of a fully completed view model weapon in those cases where the weapon isn't symmetrical you can obviously save yourself on texture work, and can often get more detail into the same resolution texture your using. That doesn't really apply here though.

Other than that it's perfect :).

edit: and if you need any extra help getting weapons into the source engine you can PM me if you want to.
 
Your totaly right with the polly count stuff, the barrel could defo do with some more pollys but only really so it looks better in the first person view. The main reason i modeled this weapon is because its simple and it would make a cool TMP!

I know i can model weapons fine with anykind of polly count do so many of them in the past so i'm pritty fimiler with the process, but texturing on the other hand! I have done very little texturing but i have been doing abit of practis latly and though, may as well make a simple low polly model and see how i get alot texturing it. And i'm pritty happy with the results!

Wile modeling i was thinking throughout how this model would be seen ingame, this is why areas like the trigger guard are lacking abit on the polly count, they just wont be seen by the play so not to much point in wasting the memory and all that techical lark that us artists always have kicking us in the arse!

Second reason why i have modeled this was the compiling. So i'm most defo going to steal you from your life for a wile to help me get this compiled and working in game! :) The animation i'm fine with, I have ended up being the weapons animatior bitch on Black Mesa, which is cool because need all the animation practis i can get! I need some help getting the css arm's though :S
Bascily the main reason for this whole project was to not only work a weapon from start to finish and get it in game for the first time but its all preperation for my 3rd year uni project. The idea is abit of a mini mod in source and to do that i'm going to have to have an understanding of source and how to get stuff ingame. I just really want to get abit of a head start on that learning proecss.

Thanks for the comments tho.

Anyways, must geat ready! Going to all you can eat chinese :p
 
Nice work! Textures of a great quality. Also your unwrap is very effective - not to much space wasted. Nice job. :)
 
You should change the slide to read 18, instead of 23. Good job on the UVW, though. I know that is a bitch. I never could get a hang of it.
 
How can i get my hands on the origanal css arm texture?

Infact, can anyone decompile the tmp for me?! I need to know the lenght of animations, i need the arms and i also need the arm texture.
 
How can i get my hands on the origanal css arm texture?

Infact, can anyone decompile the tmp for me?! I need to know the lenght of animations, i need the arms and i also need the arm texture.

Well I was looking through the css with gfc scape, but no luck. couldnt find the arm model or texture.
 
Havn't updated for a wile but i have made updates hehe. I have compiled the weapon using the origanal glock animations just to have a go at compiling. Now i need to get down to busness with the arm rig and custom animations!

http://www.youtube.com/watch?v=6Ec1VjMZMNE
 
When are you gonna release this mofo? I'm really looking forward to trying it out :)
 
The glock?! Hehe, i got a little lazy with it :'( I just need to do the animations but that shouldnt take to long to do. I was a little confused on the boneing and compiling process but i know whats going on now so its just a case of getting on with it. Should be done soon i hope.
 
Just compleated all of the custom animations. Leant alot about the compiling process of weapons/animations for source. I know there is a problem with the arm but it basicly needs some re weighting... fun fun fun. But its a problem with the normals from where i flipped the rig, source doesnt like it for some reason.

http://www.youtube.com/watch?v=KU4OHc5BHzM
 
I have to reanimate this whole model again because i had some problems with Xforms, weeew. Just thought i would let people know, especily JNight... soz dude gunna have to wait abit longer.
 
Dude you don't have to do the anims again, just correct the normals in the reference, then compile it with the same anims.
 
That is what i tryed doing, then i had to flip all the animations to the left handed side any way to get the gun working on the right side of the view point correctly.
 
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