nice work as always SJ. when you get that far : Try and add some wear and tear to the trigger and the triggerguard <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" /> Perhaps some scuffmarks on the grip aswell.
looking forward to final version! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
ps : i cant model to save my life. i always envy the ones that can <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
one crit - the row of 8 faces extruded inwards infront of the trigger looks like a bit of a waste of pollys to me, for all the distance they're pulled in they could have easily been done on a normal map, assuming you're going to make one of course.
<!--quoteo(post=1609986:date=Feb 28 2007, 11:02 AM:name=Reeke)--><div class='quotetop'>QUOTE(Reeke @ Feb 28 2007, 11:02 AM) [snapback]1609986[/snapback]</div><div class='quotemain'><!--quotec-->one crit - the row of 8 faces extruded inwards infront of the trigger looks like a bit of a waste of pollys to me, for all the distance they're pulled in they could have easily been done on a normal map, assuming you're going to make one of course.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I'm just doing this out of boredom at the moment, I may skin it on 1024's and if I do bother going that far I'll review that area, because whilst it *is* only indented a small amount, you have to consider how it will look in first person view. In 1PV the ridges may not be very visible seeing as they're in a recess, and if thats the case I'll most likely just skin them on, however no matter what I won't be normal mapping this, because it's designed as a 1PV weapon model, and as such the vast majority of the model (face normals) is going to be facing sideways to the camera. And as you know, normal maps look best when the face normals are perpendicular to the camera.
update, was working on it while listening to the charlie/max interview, mostly just been messing with the grip so far, trying to get the smoothing right =D
OMG dude nice work! i've barely learned how to make 3d stuff and could never match that quality! i tried to make a new low poly ns pistol but it looks nothing like that lol!
what poly count are you going for btw? i don't know what the acceptable limits are for useable models nowadays!
<!--quoteo(post=1610925:date=Mar 3 2007, 08:39 AM:name=dead4sure)--><div class='quotetop'>QUOTE(dead4sure @ Mar 3 2007, 08:39 AM) [snapback]1610925[/snapback]</div><div class='quotemain'><!--quotec-->/omgz how old is this topic? lol lmao! =/<!--QuoteEnd--></div><!--QuoteEEnd-->
Uhh ... a week?
I model in 3D Studio Max 8, I have no idea what poly count I'm aiming for, I was just doing this for fun but I would guess it'll end up around the 3-4k triangle mark (which is very acceptable for a source view-model).
<!--quoteo(post=1613537:date=Mar 11 2007, 06:50 PM:name=Rapier7)--><div class='quotetop'>QUOTE(Rapier7 @ Mar 11 2007, 06:50 PM) [snapback]1613537[/snapback]</div><div class='quotemain'><!--quotec--> Grip needs work. <!--QuoteEnd--></div><!--QuoteEEnd--> To be fair he stated that in his post so I can't see why that statement was necessary.
it isn't skinned you reject thats a default max material <img src="style_emoticons/<#EMO_DIR#>/mad-fix.gif" style="vertical-align:middle" emoid=":angry:" border="0" alt="mad-fix.gif" />
<!--quoteo(post=1613610:date=Mar 11 2007, 05:50 PM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Mar 11 2007, 05:50 PM) [snapback]1613610[/snapback]</div><div class='quotemain'><!--quotec--> The pic in the first post ... <!--QuoteEnd--></div><!--QuoteEEnd-->
has my model, and the default one aswell for comparison.
Comments
when you get that far :
Try and add some wear and tear to the trigger and the triggerguard <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Perhaps some scuffmarks on the grip aswell.
looking forward to final version! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
ps : i cant model to save my life.
i always envy the ones that can <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
one crit - the row of 8 faces extruded inwards infront of the trigger looks like a bit of a waste of pollys to me, for all the distance they're pulled in they could have easily been done on a normal map, assuming you're going to make one of course.
Well, I'm just doing this out of boredom at the moment, I may skin it on 1024's and if I do bother going that far I'll review that area, because whilst it *is* only indented a small amount, you have to consider how it will look in first person view.
In 1PV the ridges may not be very visible seeing as they're in a recess, and if thats the case I'll most likely just skin them on, however no matter what I won't be normal mapping this, because it's designed as a 1PV weapon model, and as such the vast majority of the model (face normals) is going to be facing sideways to the camera. And as you know, normal maps look best when the face normals are perpendicular to the camera.
I didn't explain that well did I ?
Also looking forward to the finished version.
<img src="http://img185.imageshack.us/img185/7593/render2ip2.jpg" border="0" alt="IPB Image" />
what poly count are you going for btw? i don't know what the acceptable limits are for useable models nowadays!
also what package are you modelling in?
cheers! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
/omgz how old is this topic? lol lmao! =/
Uhh ... a week?
I model in 3D Studio Max 8, I have no idea what poly count I'm aiming for, I was just doing this for fun but I would guess it'll end up around the 3-4k triangle mark (which is very acceptable for a source view-model).
Grip needs work.
<!--QuoteEnd--></div><!--QuoteEEnd-->
To be fair he stated that in his post so I can't see why that statement was necessary.
The pic in the first post ...
<!--QuoteEnd--></div><!--QuoteEEnd-->
has my model, and the default one aswell for comparison.
Looking good babe.