Because Im Too Good For You All
BlackPanther
Join Date: 2002-02-11 Member: 197Members
<div class="IPBDescription">Aliens M41A pulse rifle</div> Somebody emailed me a week ago asking for a new M41A as it seems alot of people do not like the one done by Duo Maxwell. (Personnally, I use it and it's good.. but not great)
So i spent all afternoon yesterday making it... all the way to 2 am <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Major difference in this model, is that the ammo counter will change..
<b><i><u><span style='font-size:21pt;line-height:100%'> BUT</span></u></i></b>
It will only change during reloads and when it's empty.
So, during the time you have ammo in your magazine and you are not using it, the counter will be a <span style='color:red'> 50</span>.
When you fire the gun, the ammo counter will be at <span style='color:red'> - - </span>.
When you are out of ammo, .. well duh! It's gonna be a <span style='color:red'>00</span> flashing.
When you are reloading, the counter will be a <span style='color:red'> RD </span> (stands for ReloaD)
Off course, this is just purely aesthetics and i'll make a version without the counter if people don't like it.
Renders:
<a href='http://thegamingelement.com/xmas/Other/m41a.jpg' target='_blank'>Side view</a>
<a href='http://thegamingelement.com/xmas/Other/m41a1.jpg' target='_blank'>Back</a>
<a href='http://thegamingelement.com/xmas/Other/m41a2.jpg' target='_blank'>Front</a>
Polycount is just below 1000 polys, but due to the high poly hands of NS, it will surely rise to 1500 easily.
The model is not final at this point.. i still have to smooth out a few places but the full shape is done.
Enjoy!
So i spent all afternoon yesterday making it... all the way to 2 am <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Major difference in this model, is that the ammo counter will change..
<b><i><u><span style='font-size:21pt;line-height:100%'> BUT</span></u></i></b>
It will only change during reloads and when it's empty.
So, during the time you have ammo in your magazine and you are not using it, the counter will be a <span style='color:red'> 50</span>.
When you fire the gun, the ammo counter will be at <span style='color:red'> - - </span>.
When you are out of ammo, .. well duh! It's gonna be a <span style='color:red'>00</span> flashing.
When you are reloading, the counter will be a <span style='color:red'> RD </span> (stands for ReloaD)
Off course, this is just purely aesthetics and i'll make a version without the counter if people don't like it.
Renders:
<a href='http://thegamingelement.com/xmas/Other/m41a.jpg' target='_blank'>Side view</a>
<a href='http://thegamingelement.com/xmas/Other/m41a1.jpg' target='_blank'>Back</a>
<a href='http://thegamingelement.com/xmas/Other/m41a2.jpg' target='_blank'>Front</a>
Polycount is just below 1000 polys, but due to the high poly hands of NS, it will surely rise to 1500 easily.
The model is not final at this point.. i still have to smooth out a few places but the full shape is done.
Enjoy!
Comments
Your left hand will hit the mag release button on the side and it'll slide down on it's own. Then i tilt the gun a bit with the right hand and insert the new one.
Simple.
I've got a tons of other skins to do right now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Gonna do it myself when it's done... cuz if i wait for someone else to mesh it... TF2 will be released by then.
waitin... waiting... waiting... loosing patience for the release <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
d/l the mod and check out the prifle (id post the model but i dun feel like having to get permission)
<a href='http://www.desertcrisis.com' target='_blank'>Desert Crisis</a>
waitin... waiting... waiting... loosing patience for the release <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
He just announced it like an hour before you posted. lol
Awesome model btw. Bayootiful!
i'm assuming by "meshed" you guys mean it doesn't have properly applied uv mapping coordinates? maybe meshed is a term that milkshape uses?
The <b>skinmesh</b> is the 2D wireframe layout of your weapon and serves as a map to make the skin on the model.
The <b>mesh</b> is actually the model itself.
Now with added hole goodness!
I learned myself all the skills i needed to make this model.
I started game editing in 1997 when i was playing Jedi Knight : Dark Forces 2. You would not beleive what some people have done with that old engine. When you see the "improvements" people do to the HL engine, it pales in comparison to what they did with JK: DF2!
I just bought myself a copy of 3D Studio Max 2.5 (Student version, so only 129,95$.. not the usual 2000$ hehe) and i did a simple google search for: "3d modeling tutorials"
And i've read and done each and every one of them a dozen time over.
So i've been low poly modeling for really 6 years now. As for animating and other stuff, i learned as i went.
Animations are really easy to make for HL when you think about it. It's how complex you want the anim to be that is time consuming.
Even though it's been 6 years, im still learning no tips and tricks every day. I may not do cool stuff like Sheena did with her "Sister of battle" all the time, but thats only cuz i try to make the best looking models with the least amount of polys.