Rk95

DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
edited June 2003 in NS Customization
Oke, so i made another model. It's a Sako Rk95. I have all the animations and such ready (no proper skin yet). But there's one annoying problem: It has too many polygons. I have no idea how to drop the polycount, and the model is kinda simple.

Comments

  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    Delete the back faces ?
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Yep, and some parts you'll never see in FPS mode, like the other side.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    I've almost deleted the whole gun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> only left barrel and handle. It still complains that there are too many normals. Is normal a same thing as a polygon? I'm not very pro in modeling =)
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    I figured what the problem was. It was my overdetailed sight <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . Now, can someone tell me how to skinmesh. Everything else works, it has working anims and works ingame too. I'm using a placeholder skin assigned in 3dsmax, so it's out of place and it's an ak47 skin. Only thing missing is a proper skin.
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    abit off topic, but can you model arms and hands?
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    No, but i can change 'em =) Those are default cs arms.
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    edited June 2003
    Ahh ok, ive been wating to get into modeling for a while and i final got g-max so i want to 'try' and make some uber high poly hands with some nice gloves, like the cz hands.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    So, anyone knows how to skinmesh? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    So, the model was filled with bugs. Especially noticeable ingame, so i've started to make a new one.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    Here's the pic. I've redone the receiver, foregrip and the back sight.

    I'll propably make the buttstock folded to give it more gangsta style =)(really because u can't see it ingame.)
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    polycount? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Little over 1000, so it's kinda lowpoly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Here it goes, yes those textures are final <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (joke).
  • PFCNublarPFCNublar Join Date: 2003-04-23 Member: 15792Members
    ! modeler/skinner legend in progress here. That is really nice. but can you animate?
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    No, i'm using defaults.
  • ChemChem Join Date: 2002-11-01 Member: 2555Members, Reinforced - Shadow
    You can try making the stock solid then carving out the detail with the transparency that valve has so kindly provided. You can probably do this with the sights also
  • cr3amcr3am Join Date: 2002-11-05 Member: 7221Members
    The little aiming thing at the back of the gun... i'd move that closer to the front if i were you
  • Azrael2709Azrael2709 Join Date: 2003-05-27 Member: 16760Members
    No! Don't make it low detail just because your polycount is too high if you're using milkshape! Heres what you do that I learned from -X-.
    1. in a side view of the weapon, select > face and select half of the faces of the gun.
    2. Delete selection.
    3. Export .smd as something like "base.smd".
    4. Undo delete selection and select inverse.
    5. Delete selection.
    6. Export .smd as something like "rest.smd"
    7. Edit QC file so that the garbage that looks like :
    {
    %something something "base.smd"
    }
    {
    %something something "rest.smd"
    }

    I don't know exactly the text, but it's where it usually has those squiggly brackets and the title of your reference.smd.
    8. Compile QC file and you have a super-high poly model =)

    Then again, if you don't use milkshape, this is 100% worthless.
    Hope this helps.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    It already has all necessary polygons to make it realistic(Foregrip is being redone =)).


    And i'm using 3dsmax <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    I've been trying to skinmesh this for few hours. Now i know how to do this. I'll post the skinmeshes here tomorrow, so if you'll wanna skin this, it's ok(This includes you, Spawn). I'll prolly make my own skin too, if i'm not too lazy.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Skinmesh testing. The skin is just a low resolution placeholder skin i did in five minutes.
  • cr3amcr3am Join Date: 2002-11-05 Member: 7221Members
    my suggestion still stands... move the aiming thing forward a bit
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    Maybe... But that wouldn't be realistic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • cr3amcr3am Join Date: 2002-11-05 Member: 7221Members
    <!--QuoteBegin--Darkkiz+Jun 17 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Darkkiz @ Jun 17 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe... But that wouldn't be realistic <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    but the point between the back aimer and the front aimer is boring. That would be the one thing that would keep me from using the model... but that's just me
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    I'm adding a scope and folding the stock and putting this to aug.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Oke, here's the skinmeshes(my first ones, so they suck) and a .3ds file. Import the 3ds file in milkshape and export it to a decompiled model's reference smd file. then compile. Enjoy.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    The textures look kinda blurry ingame, maybe i should brighten the higlights.
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    The gun its self looks kinda big, maybe its the size of the screen shot? got a full pic?
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    The gun itself is smaller than default ak (that's small). The origins just suck =D haven't changed them yet.
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