Rifle Model Complete 2100 Triangles

IchI

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yo, I posted this rifle a couple of weeks ago but decided to post it again because its changed a little bit and also now its fully complete. Obviasly when I mean fully complete is that its ready to skin and animate and if I do not notice any changes now it will not change. If you can see anything that needs adding or changing could you tell me now. This is so when I hand it to the skinner I will not have to change anything and cause confusing and a total re-skin.

Anyway its 2100 triangles when its 3/4 optamised, what I mean by this is that because the gun is so big when in first person view (I have been testing it) then I can totally delete 1/2 the gun, its actually 3800 triangles when not optamised and just a full gun so it kinda shows how much you can optamised things after you know how they will be animated etc... If you still don't understand what I mean then when you use a gun some parts of it are never seen, so you can delete them. Because obviasly they are not needed.

Anyway enough chat, here it is:

FN2000_Final_3_Silencer.jpg


FN2000_Final_4_Silencer.jpg


ow and obviasly a wireframe:

FN2000_Final_5_Silencer_wire.jpg


This gun is based on the FN2000, but has differences. I changed it in ways but still called it an FN2000 rather than 'the unamed rifle'.
 
vey clean meash

I perosnally don't like the ways you rendered the mdoel, but :p


:D

looks fine
 
Looks nice!
btw. do you have that "ingame" picture that you posted on IRC? :p
 
very sexy, Excellent job on the smoothing of the handles. I cringe everytime i see something with a similar handle setup to the p90. As SideX said it's one hell of a clean mesh. Can't wait to see it skinned.
 
hehhe, ye i got a picture of the First person test I did, but its like an old version of the model. Here it is anyway:

FN2000_First_Person_Test.jpg


U got to love my shotshop skills :D I even made phot quality wall textures :D
 
only crit w/ that first person view is that you might want to move the gun back... it's a good model :)


hang on, i'll render out what I mean...

Edits, k, attached it (this was fun :) )
 
ye true, it does need to be moved because if u think about it the left hand will cross like the whole screen :D

I think people should always do that when they model weapons, what I mean by this is actually make like a screen shot of what it will look like in first person. Because most of the time people make these l33t looking models but all that detail isn't even seen in first person. All I did with this was get some cameras set up and changed view quiet a bit to see how it was progressing and where i need my detail to be. If u notice that the front of the weapon looks absolutly crap in my opinion, it basiclly ends with just a block then a tube for the barrel. But I made it like this because loads of detail was not needed. Also I see this SOOOOOO many times when people make barrels on there weapons with wholes in. I don't think many people understand that it will not be seen and even if it was it would proberly just look the same as a black texture :D
 
It would be a lot nicer if it was completely accurate, or completely different.
 
well the one thing i did was build my weapon up on layers, each layer has a value. This value is not just nearly acurate its perfectly acurate. I did most of the flat planes with numeric calculations. If u notice I totally got rid of all the polgons spliting up a polgon, what I mean by this is that some of the flat planes have almost 30 sides to them. Its kinda hard to explain. But i think most people get what I mean, well lets say I started building on the refrence image, this refrence image I can tell straight away what is flat and what needs to be curved. I started of with 1 polgon, this polgon was gradually added verts until I fitted it perfectly to this totally flat face, all the verts lines up perfectly on the x axis. Then I do the others. Then I start to level them of getting all the levels correct. Then I simpley put them all together. The only things I think I made from actually shapes was the silencer, thats it. The rest was just created from 1 vert. Ow and the screws. Its just the way I model. I like been quiet acurate. I dunno if I am making sense here. but u seem to like the model so I am gussing it worked. If I am not making sense tell me and I will show u how I did it.
 
There are a couple of minor things that bug me:

1) There is a small fitting between the scope housing and the top of the stock.

2) There is a button in that small recess just in front of the magazine (magazine release?).

3) What is that small rectangular extrusion on the side of the action? I've never seen it in any refs.

4) Those small screw holes all over the weapon would not appear to buldge out, but rather in, I personally would leave those to the skinner.

Other than that, the weapon looks great.
 
IchI said:
well the one thing i did was build my weapon up on layers, each layer has a value. This value is not just nearly acurate its perfectly acurate. I did most of the flat planes with numeric calculations. If u notice I totally got rid of all the polgons spliting up a polgon, what I mean by this is that some of the flat planes have almost 30 sides to them. Its kinda hard to explain. But i think most people get what I mean, well lets say I started building on the refrence image, this refrence image I can tell straight away what is flat and what needs to be curved. I started of with 1 polgon, this polgon was gradually added verts until I fitted it perfectly to this totally flat face, all the verts lines up perfectly on the x axis. Then I do the others. Then I start to level them of getting all the levels correct. Then I simpley put them all together. The only things I think I made from actually shapes was the silencer, thats it. The rest was just created from 1 vert. Ow and the screws. Its just the way I model. I like been quiet acurate. I dunno if I am making sense here. but u seem to like the model so I am gussing it worked. If I am not making sense tell me and I will show u how I did it.
Oh.




































That's nice.










































Did anybody ask?
 
well someone said it looked smooth, so I told them how I thought I would get that smoothness...... If i had miss alighned polgons by even the smallest amount then coverted it to a path all those triangles would be miss balanced.

Also thats a bit of a waste of space in ya post tbh.

Also this thread is for my model, so why not share how I did it. Maybe I was doing it wrong or write. I don't know? was I?
 
Nice model ichi, do you have more than four sided polygons on there though? The wire render you made looks like it. If so you know what that will lead to ingame don't you. Since the engine will automatically triangulate the mesh upon import your going to get some screwed up lighting and shading and it could throw the whole model off.
 
ye I do. but the actual 4 more than 4 sided faces are totally flat, this means when its conveted to triangles u will not be able to tell the difference at all. I have already converted it into triangles and it just looks the same.
 
People like you really piss me off. I try and make a model, then come along, and you've done this amazing thing which is almost exactly what i wanted to do!. DAMN YOU!!!


P.S. VERRRRY nice model :)
 
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