M1a4 Model

CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
<div class="IPBDescription">A model I made...</div> I made this M1A4 model in Maya PLE. It took about 4 hours. It would probably look much better if I knew how to skin models in Maya. Any comments?

<img src='http://img93.exs.cx/img93/7541/m1A4.jpg' border='0' alt='user posted image' />
<img src='http://img93.exs.cx/img93/1541/M4A1.gif' border='0' alt='user posted image' />

Comments

  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    [comment] WOW, SECKS [/comment]

    That is really nice man! GJ!
  • RadagastRadagast Join Date: 2003-06-29 Member: 17776Members, Constellation
    <!--QuoteBegin-BulletHead+Oct 24 2004, 10:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Oct 24 2004, 10:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [comment] WOW, SECKS [/comment]

    That is really nice man! GJ! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    er it looks dodgey, really pixalated.

    whats the poly count on it?
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members
    Too fat, not enough detail. Sorry.
  • drealiTdrealiT Join Date: 2004-08-30 Member: 31041Members
    u mean the render needs anti-aliasing

    the model looks super inaccurate proportion wise, and the handle needs to be totally redone.

    i say scrap it and start over since u probably know your way around the program better now... and make sure you use the reference pictures.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    *blink*

    LOL, I'm stupid/ I thought the bottem picture was the model + skin XD


    Dude, yeah, great start actually. Does need some smoothing out (I know zilch about modeling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • MrSocksMrSocks Join Date: 2004-07-16 Member: 29946Members
    THAT is a huge improvement over the last one you did <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    keep it up
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    edited October 2004
    I don't know how to find polycount, but it has 7221 faces.

    Thanks for the criticism. This is my 4th model, so I guess I should expect it to be bad. Next time I'll get a reference pic that's bigger and has a perspective view. As for details and stuff, I couldn't really see that in the ref pic (hence bigger pic). I was thinking of buying a Maya book I found, so maybe that will help too.

    Edit: Thanks Mr.Socks
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members
    ....and by face I think you mean 3 vertices with a face?


    That is called a triangle, or refered to as a Poly.


    WHERE DID ALL THE POLIES GO?!
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    To tell you the truth, I have no idea. It's all made up of cut up primitives. I would have thought it to be at MOST 1000. I guess that's something I need to work on too.
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    edited October 2004
    Nice...a little low-def, but good start. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    Now that I look at it again, there are some SERIOUS scale issues. Especially the main part.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-funbags+Oct 24 2004, 08:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (funbags @ Oct 24 2004, 08:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WHERE DID ALL THE POLIES GO?! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    /me thinks 60 sided tubes?
  • funbagsfunbags Join Date: 2003-06-08 Member: 17099Members
    cond, I dont know about maya, but you should try this:

    Create vertices on all the edges on a surface of the same level. Then create faces over those vertices. Do this the whole gun, then move the set of verts to where they would be on the gun. Then you should duplicate, and mirror. Try that strat. Seems to work best with me.
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    Can you explain that some more? I think you mean to split up a square into more polies and make it from that? I confused.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin-funbags+Oct 25 2004, 02:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (funbags @ Oct 25 2004, 02:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> cond, I dont know about maya, but you should try this:

    Create vertices on all the edges on a surface of the same level. Then create faces over those vertices. Do this the whole gun, then move the set of verts to where they would be on the gun. Then you should duplicate, and mirror. Try that strat. Seems to work best with me. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You COULD do that but you're going to have a heck of a problem creating the faces and getting everything to look right. Here's a better idea:

    Make a box. Okay? Scale that box to the approximate size of the largest box-shaped area of the gun (so the middle part that everything connects to: make a box that size). Use the split faces tool to make different faces along the edges of the box, where parts would poke out in the real gun. For example, make a face on the edge of the gun about the size of the barrel. Then extrude all those faces, as many times as you need to in order to get the basic shape. From there, manipulate vertices and you're done.

    I suck. I recommend "Maya for Games." One of the best Maya books out there, and it's even specifically for games to boot!
  • NuubNuub Join Date: 2004-01-05 Member: 25059Members
    Isnt the topic supposed to be M4A1 instead of M1A4?
  • drealiTdrealiT Join Date: 2004-08-30 Member: 31041Members
    it's a typo... no need to point it out. not like he can edit the topic's title.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    the grip is far too short <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • CondizzleCondizzle Join Date: 2004-10-05 Member: 32107Members
    TychoCelchuuu- I'll do that for my next model. Thanks, and I'll look for that book.

    Nuub- This could actually be a good(bad) reason to explain my model's differences <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> .

    Panaka- Yeah, there are tons of scale problems.
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