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revolver. #90268
09/16/06 09:14
09/16/06 09:14
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline OP
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Been a long time since I tried to model any guns. So decided to make a revolver for some odd reason and thought Id show it here for a little c&c.

It doesnt have a skin yet because Im debating detaching the hammer so I can animate it.. Plus want to see if I can shave off a few polys before trying to tackle texturing it.

Anyways heres a few shots from med and blender.





[Edit]

Just for fun decided to do a quick render.


Last edited by FeiHongJr; 09/16/06 10:36.

http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. [Re: FeiHongJr] #90269
09/16/06 11:52
09/16/06 11:52
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
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Towelie  Offline
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Looks great! However, the barrel does seem a bit small IMO (I'm pretty sure it is, though I'm no revolver expert )


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: revolver. [Re: Towelie] #90270
09/16/06 12:14
09/16/06 12:14
Joined: Sep 2006
Posts: 106
FairyLand!!!
RruthH Offline
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That's a good model u got there. But doesnt it seem a bit big?
Still, great work!

Re: revolver. [Re: FeiHongJr] #90271
09/16/06 14:09
09/16/06 14:09
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Quote:

Been a long time since I tried to model any guns



And it looks like you havn't lost the feeling to make weapons
The revolver looks great, abit unsmoothen but I think if you would smootht it up more, the model wouldn't be low poly anymore
Nice work FeiHongJr !!

Cheers

Frazzle


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Re: revolver. [Re: frazzle] #90272
09/16/06 18:49
09/16/06 18:49
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline OP
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FeiHongJr  Offline OP
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Thanks for the feed back.... Hey towelie long time no speak. Not quite sure what you mean by the barrel being a bit small. Do you mean the diameter or the length?

Quote:

But doesnt it seem a bit big?




Lol now im really confused Im not sure it might be however I modeled it according to a picture... All I had was a side view so Im not positive as far as the width goes and had to go from memory... and its been awhile since Ive held a gun ... but from the side I think its pretty accurate.

Quote:

The revolver looks great, abit unsmoothen but I think if you would smootht it up more, the model wouldn't be low poly anymore




Not really all that low poly anyways I acctually added a few more faces because I ended up disconnecting the hammer so I could animate it and wanted to keep the mesh closed. I was aiming to keep it below 1000 polys but ended up just crossing over... I still might go in and optimize it a bit before I do the Uv map... Then on to the part I suck most at Skinning


Heres a pic against the refrence image I used... prehaps will say if its too big or not too big

Thanks for the feedback so far... Dont be shy and keep them coming



http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. [Re: FeiHongJr] #90273
09/16/06 19:27
09/16/06 19:27
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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Quote:

Not really all that low poly anyways



Well the avarage high detailed gun model has around 2000-3000 polies
so I thought it was low poly

About the reference picture you used, I think it's fine !!
Not to big and not to small, just perfect
Keep posting the updates FeiHongJr, can't wait to see the end result

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: revolver. [Re: frazzle] #90274
09/16/06 20:27
09/16/06 20:27
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline OP
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Quote:

Well the avarage high detailed gun model has around 2000-3000 polies




Ok well in that sense I suppose it is low poly I figured any more then 1000 faces for a weapon might be a little on the heavy side... Tho I guess it depends on the game your making it for.

I really wanted to add the ... umm bullet hole thingys in the cylinder So that I can animate a reload/unload as well but think it will be too much of a difficult task and add alot of extra unneeded polys but might give it a shot anyways... Ive created a few cylinder and havent had one under 1000 polys by itself... Will keep at it tho cause I think it would deffinately be a nice addition.

Still fearing the texturing aspect. Id really like to make it look good and up to this point Ive yet to have a texture do that but I have to finish something at some point in time.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. [Re: FeiHongJr] #90275
09/16/06 22:10
09/16/06 22:10
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
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Long time no talk. You've forgotten about me now that your a better modeller (Yes, I do remember the time when I thought I could model better than you... maybe I should try? Ha! You'd beat me...)

Anyways, if you modelled it off a picture you're more accurate then. I thought the Diameter was too small, but guess not. Nice mdoel nonetheless

And concerning polygons, well, it is a bit low polygonal, but I don't think it should be compared to the Pro's (2000-3000 polygons for a mere revolver is a bit high no?) Honestly, I think the lower polygonal stuff shows who's the truely better modeller instead of who can make a simple mesh then hit the 'smooth' button 3 or 4 times to make it look better...


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: revolver. A little update [Re: FeiHongJr] #90276
09/16/06 22:15
09/16/06 22:15
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline OP
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Ok well I attempted to add chambers to the cylinder along with bullets. Like I said Id like to be able to do a reload/unload animation. Dont really think im satisified with the results however...

But not sure I could do much else with out adding an overwhelming amout of polys. Its allread jumped up around 700 with what I have here.. So will probally deffiantely see if I can optimize the mesh a lil more. Would like to at least keep it between 1200-1500 tho 1500 seems like a bit much to me.

Anyways heres a few shots ... Let me know what you think better with or with out.








@Towelie
Of course I havent forgotten about you. You were a huge inspiration in my modeling

Quote:

(Yes, I do remember the time when I thought I could model better than you... maybe I should try? Ha! You'd beat me...)




Nah I wouldnt say that... Every now n then I get a lil bug up my but and dish out something decent. Plus it helps using the proper tools... Nothing against MED but blender beats it hands down. I cant even use med anymore because everytime I try I keep pressing hot keys for blender only nothing happens

Last edited by FeiHongJr; 09/16/06 22:28.

http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. [Re: FeiHongJr] #90277
09/16/06 22:52
09/16/06 22:52
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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looking good. I would build the full hammer ( and the indent area it sits in), then animate the entire thing as one mesh. I'm thinking around 5 ish animation scenes

1. prime hammer ( rotates the cylinder, hammer moves back, trigger extends forward )
2. fire ( squeze trigger, hammer falls, (recoil/kick? or save this part for the arm animation?)
3. open cylinder ( dump spent cartidges)
4. load new cartridges ( close cylinder )
5. spin cylinder ( use occasionaly for a little bit of flare/fun)

model does need its rear sight, looks a little off without it.

but its a nice example of how your skills have improved so much since your tommy gun model

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