2nd Day Of Modelling.

ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
edited July 2003 in NS Customization
<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'>

Screenshot 1/6

Comments

  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    edited July 2003
    <img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/SA80-2.jpg' border='0' alt='user posted image'>

    Screenshot 2/6
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    edited July 2003
    <img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/SA80-3.jpg' border='0' alt='user posted image'>

    Screenshot 3/6
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    edited July 2003
    <img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/SA80-4.jpg' border='0' alt='user posted image'>

    Screenshot 4/6
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Quite Nifty looking I must say!

    (But this is coming from someone who likes the SA80. Nice to see you've got the SUSAT rather than the iron sights!)
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    edited July 2003
    <img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/SA80-5.jpg' border='0' alt='user posted image'>

    Screenshot 5/6
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    edited July 2003
    <img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/SA80-6.jpg' border='0' alt='user posted image'>

    Screenshot 6/6
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Looking pretty good for a "Day 2" model..

    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-->
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    looks brilliant very close to the real thing, yet again im a SA80 fan like Venmoch
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    edited July 2003
    <!--QuoteBegin--CrouchingHamster+HiddenElvis,Jul 2 2003, 09:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrouchingHamster @ HiddenElvis,Jul 2 2003, 09:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking pretty good for a "Day 2" model..

    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-->
  • Unreal_PantherUnreal_Panther Join Date: 2003-06-07 Member: 17083Members
    <!--QuoteBegin--CrouchingHamster,HiddenElvis+Jul 2 2003, 06:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrouchingHamster,HiddenElvis @ Jul 2 2003, 06:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Looking pretty good for a "Day 2" model..

    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*
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Dont worry too much about scale. What you can do when it's done is decompile the original lmg, import > half life smd > lmg ref. Now delete the weapon ( it should be a single group ), now you're left with the NS hands and you can scale your model appropriately.

    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.
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    What about the poly count? is it ok? or too high? i'm really not sure. :/
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Wow, that's way better than my Sako rk95 (my second model).
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    1440 ish is ok. What you can do is remove the sides that won't be seen , front of barrel, front of scope etc. You should be able to lose a few hundred easily.

    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..
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    edited July 2003
    Ok, i've managed to knock off about 500 polys, it's not @ 1807 with the hands in the same model

    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?
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Hmm origins might need changed, might not. If you used Kratistos decompiler, the origins will be the same as the original lmg, this might be fine. Only way to tell is try it.

    And yeah, w = world model, the one on the ground
    p = player model, the one the other guy holds.
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    Ok, all the vertices are now applied to one bone or another, hopefully in the right order. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Now, animations, what tools would you recommend, and what option in MilkShapes export menu do i need to use to make it compatable with it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    Ok, this is my first ever attempt at skinning a high poly model, i <i>did</i> cut some corners and take most of the textures from reference pictures, and i know that's bad (/me slaps wrists), but i wanted to get right into the "nitty gritty" and see how i coped with actual skinning, if you can call it that. :/ Opinions? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <img src='http://invis.free.anonymizer.com/http://www.geocities.com/arsonons/sa80-8.jpg' border='0' alt='user posted image'>

    Screenshot 1/1
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    nice skin, just needs a wee touch up here and there, also your signature isn't true, i got 76 kills without a kick, it's C-S where you get 9 kills and kicked by console
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    <!--QuoteBegin--.[ArsoN].+Jul 2 2003, 05:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (.[ArsoN]. @ Jul 2 2003, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, all the vertices are now applied to one bone or another, hopefully in the right order. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Now, animations, what tools would you recommend, and what option in MilkShapes export menu do i need to use to make it compatable with it? <!--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-->
    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..)
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    Right, i'm currently working on a completely custom skin, got the sides of the "main" part of the mody skinned, and the SUSAT is fully skinned now, thanks largely to -X-'s tutorials in the 101 sticky. i played with some Steyr AUG animation SMD's (the AUG is a very similar size, and shape, to the SA80), and started messing with MilkShape's animation bit, very confusing lol.

    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-->
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    No trouble at all mate, always happy to help someone who's willing to put in the effort on their own and not just be spoon-fed everything.

    Good luck with getting it finished.
  • kll_I_wllkll_I_wll Join Date: 2003-06-30 Member: 17802Members
    edited July 2003
    And, if its still bad, there is always the infamous remove a side trick. Its self explanitory. The poly count that is.
  • EmseeEmsee Join Date: 2003-05-23 Member: 16644Members, Constellation
    edited July 2003
    The SA80 makes a really good lmg replacement....I converted meself one from CS and fits the TSA really well.
    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.
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The content's questionable too. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Understatement
  • kll_I_wllkll_I_wll Join Date: 2003-06-30 Member: 17802Members
    Its cool though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    Cool or not, you'll get it changed sooner or later. The admins have always cracked down on sig violators.
Sign In or Register to comment.