2nd Day Of Modelling.
ArsoN
Join Date: 2003-06-10 Member: 17177Members
<div class="IPBDescription">SA80, Opinions?</div> Well, i've been modelling for 2 days now, and got bored with using primitives, so i thought i'd try placing all the vertices myself, then applying all the faces. The only primitives used are the barrel and scope.
It weighs in at 1,440 polys, no idea if that's any good or not for a weapon model, i guess the right side could be made flat, since it's never seen, would shave off a few 100 polys lol. Also the scope ontop does look a bit lame, but again, i don't know what kind of acceptable poly limits there are for weapon models.
Also, what kind of scale do ingame weapons have? i haven't the slightest idea if this would be too big/small. :/
<img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/SA80-1.jpg' border='0' alt='user posted image'>
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It weighs in at 1,440 polys, no idea if that's any good or not for a weapon model, i guess the right side could be made flat, since it's never seen, would shave off a few 100 polys lol. Also the scope ontop does look a bit lame, but again, i don't know what kind of acceptable poly limits there are for weapon models.
Also, what kind of scale do ingame weapons have? i haven't the slightest idea if this would be too big/small. :/
<img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/SA80-1.jpg' border='0' alt='user posted image'>
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Comments
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(But this is coming from someone who likes the SA80. Nice to see you've got the SUSAT rather than the iron sights!)
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Soon be time for texturing, animating and compiling.. that's when the real fun starts.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Soon be time for texturing, animating and compiling.. that's when the real fun starts.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i have a go at skinning my uber low poly (42) Arms Lab, and it was a horrid mess, meshing is a nightmare. I've yet to try animations, i have no idea what hte bones in this model would lay out like, plus i don't know what software to use. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Soon be time for texturing, animating and compiling.. that's when the real fun starts.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
*agrees*
Can't help with the meshing I'm afraid because I also suck at it. I tend to just try and apply the textures in Milkshapes texture co-ordinate editor. ( ctrl-T ) , very much a trial and error way to go about it though..
Animating..well, that guns gonna reload differently to the standard, so the reload anims need changing. It helps to see hoiw many frames are in the original sequence before you replace it, this way the reload will take the correct amount of time..animatings tricky, but not as bad as meshing.. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
btw, it's a good idea to decompile the originals anyway, have a look at how they are constructed, and see what bits are needed in a finished model, I learned a fair bit this way.
Just keep in mind which parts <i>might</i> be seen, for instance if you have a flashy reload anim, it might expose more of the gun than you thought, so you can't delete these parts..you'll probably be surprised by how many polys you can chop out though..
Have a look at the HL models in pak0 using HLMV for a practical demonstration of how much can be hacked out.
Note: If you plan on having high poly w and p models, be sure and save an unoptimised version somewhere..
w and p models are World and Player models aren't they? The one you see on the ground, and the one you see on the player from 3rd person view? If so, then they're gonna be as simple as i can possible make them.
Now, i have to figure out how the skeleton goes in. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Oh, one last note, have i gotta worry about the $origin thing yet?
And yeah, w = world model, the one on the ground
p = player model, the one the other guy holds.
<img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/sa80-8.jpg' border='0' alt='user posted image'>
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I would say just use Milkshapes animation tools really.
There are far better animation tools out there, but it'll get the job done. It's a few short animated sequences, not Toy Story 3 after all..
Be sure when you compile that you have the same number of animation sequences as the original though, or they wont play at the correct times.( I missed one out, and the gun would play the reload instead of idle anims, muzzleflash would pop up when I hit reload etc..)
I've finally had a play ingame too, compiling with said ripped animations, just to see how the model itself looked. That's where i decided the skin is just not doing it justice, it's very light, and hasn't got enough relief. However, it's likely to take days just to get the skin right, took me in excess of two hours just to get the detail on the side, but i will prevail, and release this model come hell or high water!
And thank you, Mr. Hamster, your guidance has helped the poor newbie in his hour of need. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Good luck with getting it finished.
The models looking very good especially for only your 2nd days work. The only problem is the Scope really, it seems too blocky and coulddo with a bit of refinement.
Oh and k|ll_I_w|ll your sig is far out of the <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=7&t=33938' target='_blank'>Guidlines</a>, it's too big in terms of filesize (22KB min) and dimensions. The content's questionable too.
Understatement