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Re: Random WIP
Posted: 20 Feb 2009, 12:14
by Guessmyname
As Snipa said: first ever pistol for FPS use with 3dsmax, so I went a bit mad.
Besides, it's that high detail for the viewmodel (which will also have one side and the front culled off because it won't be seen) whilst the world model will be MUCH less poly-intensive.
Re: Random WIP
Posted: 21 Feb 2009, 03:33
by MidKnight
lol, by realism I meant that while everyone else is making giant mechs and azermoth-type stuff and star wars stuff and WWII stuff, here is GMN with...
a pistol!
Although it
is a really nice pistol

Re: Random WIP
Posted: 21 Feb 2009, 04:33
by Snipawolf
Ah, thats it, the viewmodel. Show, view, same difference

Re: Random WIP
Posted: 21 Feb 2009, 04:44
by Argh
Great viewmodel, it'll look nice when you have a normalmap on it. Hope it's used in the left hand, though- so much detail on the right-hand POV, which you'd probably need to wipe before uvmapping it.
Re: Random WIP
Posted: 22 Feb 2009, 01:42
by Pressure Line
Im back! (kinda)
I don't think i did too bad :/
Re: Random WIP
Posted: 22 Feb 2009, 03:03
by smoth
looks good
Re: Random WIP
Posted: 22 Feb 2009, 08:05
by rattle
smoth wrote:looks good
...with 5 sided cannons
Re: Random WIP
Posted: 22 Feb 2009, 08:10
by Pressure Line
rattle wrote:smoth wrote:looks good
...with 5 sided cannons
5 sided? whut? where?
Re: Random WIP
Posted: 22 Feb 2009, 08:35
by Guessmyname
Pressure Line wrote:Im back! (kinda)
I don't think i did too bad :/
Hehe, I remember trying to model that once. Don't worry; I think you've beaten me there

Re: Random WIP
Posted: 22 Feb 2009, 08:55
by Saktoth
Greatly improved, Pressureline.
Re: Random WIP
Posted: 22 Feb 2009, 09:00
by Pressure Line
thx, if only i could texture worth a damn.
Re: Random WIP
Posted: 22 Feb 2009, 09:23
by Guessmyname
Pressure Line wrote:thx, if only i could texture worth a damn.
Start Early. Don't do what I did and think 'Hmm, I'll master modelling first, then I'll do texturing'. Firstly; simple 'newbie' models are easier to texture on - all my 'advanced' ones are exercises in UV Hell: I always get dragged down in the texturing stage trying to figure out what part of the model part of the UV map refers to. Secondly; starting early means you'll be able to appreciate the way textures and models work together. Thirdly; good old fashioned practise. And there's nothing weirder than looking at a good model with a crap texture. The model gives things form; the texture gives it life.
Re: Random WIP
Posted: 22 Feb 2009, 09:43
by Pressure Line
unfortunately my brain is wired in a way that makes me terrible @ 'art'. technical drawings, diagrams, even quick sketches I can do. (and i damn well should be able to, its my job lol) 'proper' art however seems to have skipped me (my sister however is a great painter, go figure)
I *have* gotten a bit better at painting/skinning in the past 2 years (yeah, its been that long! [almost]) but certainly not good enough to do the model any real justice. ill probably have something to show by the end of the week
Re: Random WIP
Posted: 22 Feb 2009, 09:53
by Guessmyname
At least you're doing it. That's what counts.
By the way, does anyone know a way of getting wings3d or 3dsmax to transfer face colours to the uv-map render? It would make things a LOT easier for me to work out what's what on the damn thing if it already has the base colours laid down.
Re: Random WIP
Posted: 22 Feb 2009, 09:58
by Pressure Line
for wings use the "draw faces" option in Create Texture, Set it to "Use (previous) texture/Vertex colors" :)
Re: Random WIP
Posted: 22 Feb 2009, 11:21
by Guessmyname
Cheers!
Re: Random WIP
Posted: 22 Feb 2009, 22:15
by SpikedHelmet
Two gripes/suggestions:
First, the area of the hull behind the cockpit ends abruptly in a very non-aerydynamic 90 degree angle. In the original sketch the cockpit compartment merges quite smoothly with the rest of the craft's fuselage.
Secondly, on similar note, the engine intake surface is also a very rough 90 degree angle whereas on the sketch it is noticably at an incline. I would also suggest making those engine "nacelles" have more faces for better smoothing as they are quite prominant. Even adding two more polys to the roundness would help a lot and only add 4 quads/8 tris.
Both those features really stand out because there are other parts of the craft -- the wings, the cannons, etc -- which seem much better quality and then suddenly there's this harsh edging...
Lastly (yeah I know I said two) the armatures holding those two forward cannons seem a lot thicker and bulkier than on the original sketch (which look thinner and sleeker).
Re: Random WIP
Posted: 23 Feb 2009, 02:43
by Argh
all my 'advanced' ones are exercises in UV Hell
Nah... 3 hours spent unwrapping something... no problemo. Heh.
Re: Random WIP
Posted: 23 Feb 2009, 09:06
by Guessmyname
It's not a case of time it's a case of figuring out what part of the map corresponds to what part of the model. And then there's all the fun, games and joy of uv and model errors only spotted when you're halfway through the texturing stage...
Re: Random WIP
Posted: 23 Feb 2009, 10:35
by Hoi
3 hours
3 Hours?! my uvmaps don't take longer than 45 minutes.