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Opinions on a Rifle? ~UPDATED~ March 30th

Posted: Sat Feb 28, 2009 10:03 pm
by Dakatsu
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About 3900 polygons. I would like to know if this is a good model. I am trying to perfect this gun before I continue on anything else. I want the gun to be detailed, but still fairly low in polycount.

EDIT:
New design! 6925 polygons!
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Posted: Sat Feb 28, 2009 10:05 pm
by Octopus
The weapons in UT3 have more polys than some entire levels! Don't hold back!!!! More mesh! Worry about a low poly count in the LOD levels.

Posted: Sun Mar 01, 2009 1:08 pm
by Spidey
Hand grip needs to be rounded.
Thin out the guard.
And, the caliber seems a little light.

Also, the trigger guard should be round.

Another thought, if that is a rifle, it would seem that the point where the ammo loads to the end of the barrel is too short.

Re:

Posted: Sun Mar 01, 2009 2:53 pm
by Octopus
Spidey wrote:Hand grip needs to be rounded.
Thin out the guard.
And, the caliber seems a little light.

Also, the trigger guard should be round.

Another thought, if that is a rifle, it would seem that the point where the ammo loads to the end of the barrel is too short.
Why? You can put what ever you want on a gun, even in real life. I think you're confusing "needs to" with "cool if it could."

Posted: Sun Mar 01, 2009 3:04 pm
by Spidey
Which part of “opinions” didn’t you understand?

And No, you can’t just add anything to a gun, even in real life. IE: you would NOT rifle the bore of a snub nose 38.

Re:

Posted: Sun Mar 01, 2009 6:16 pm
by Octopus
Spidey wrote:Which part of “opinions” didn’t you understand?

And No, you can’t just add anything to a gun, even in real life. IE: you would NOT rifle the bore of a snub nose 38.
Yes... you can. And are you joking? I mean i haven't picked up a snub nose revolver that wasn't.

Do me a favor and don't reply. This conversation is only going to go one way.

Posted: Sun Mar 01, 2009 6:17 pm
by Dakatsu
Well, I'm starting a remodel - going really quickly so far. I kept the top part, the magazine, the slot the mag hooks into, and the stock, but everything else is being redone for more detail. I also made my rifle thinner.
Hand grip needs to be rounded.
Will do.
Thin out the guard.
It's thinned down a little bit, but it is still being kept near it's original size.
And, the caliber seems a little light.
I I compared the bullet to the size of the barrel, your definately right - I'll see if I can increase the size of the bullet. Might be a little bit hard... but not too hard.
Also, the trigger guard should be round.
Sorry, yet another creative liberty - all of the firearms made by the people who made this have squared/rectangled trigger guards.
Another thought, if that is a rifle, it would seem that the point where the ammo loads to the end of the barrel is too short.
I did think about it. I just thought it looked cool, and I couldn't design an alternative I liked. In my defense, I lied; that is actually a carbine version of a rifle (which features a solid stock and a longer barrel).

This is a futuristic rifle, so I will BS certain elements (like, how these can fire in the vacuum of space). Maintaining accuracy from a round fired that far up should be plausible in the future :P

Thanks for your opinions. I'll post the completed remodel once it's done.

Posted: Sun Mar 01, 2009 6:21 pm
by Octopus
I have some unorthodox tricks for normal map creation in max. They give a bit more freedom.

You are on the right track, but keep pushing it. I would say, add screws... patterns for better grip.... Maybe add some wood parts that are chipped and burned.

Posted: Mon Mar 02, 2009 9:58 am
by BUBBALOU
looks good for a rifle for a lego/tonka figurine

Re:

Posted: Tue Mar 03, 2009 3:55 pm
by Dakatsu
BUBBALOU wrote:looks good for a rifle for a lego/tonka figurine
Thanks for the... whatever this exactly means...

Anyway, approaching 5000 polygons...
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Posted: Tue Mar 03, 2009 4:00 pm
by Spidey
Don't listen to BUBBA, if he had something nice to say, the earth would fly out of orbit.

Re:

Posted: Tue Mar 03, 2009 7:02 pm
by BUBBALOU
Dakatsu wrote: Thanks for the... whatever this exactly means...[/url]
means it's good a for a lego figure

or a one square handed bandit

Posted: Tue Mar 03, 2009 8:08 pm
by Dakatsu
Here it is so far: 6229 polygons! I think a cap of 7500 for the rifle itself is a good goal - this beast has lots of attachments, from scopes to the bi-pod that need modeling!
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Here is the pistol grip, as well as a wireframe idea of it's radius. Is that round enough?
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I will work with the caliber of the bullet later...

Posted: Wed Mar 04, 2009 9:04 am
by BUBBALOU
obviously since the subtle hints where not enough

you have a buttstock as in this is a rifle, but you can only hold this thing with one hand, makes no sense

Re:

Posted: Wed Mar 04, 2009 2:33 pm
by Dakatsu
BUBBALOU wrote:obviously since the subtle hints where not enough

you have a buttstock as in this is a rifle, but you can only hold this thing with one hand, makes no sense
Ohh... I think I see what you mean; the part before the barrel where you'd hold it is so far from the handle that it can really only be used with one hand... right?

Posted: Thu Mar 05, 2009 3:30 pm
by Octopus
Here's a gun someone made:
Colt 1911 Commander Semi-Automatic Pistol
204320 faces.
4 texturemaps: diffuse, specular, gloss, and normal.

My favorite parts about it are the screws and scratches.

Posted: Wed Mar 18, 2009 6:06 pm
by Dakatsu
The new rifle, completed except for the trigger.

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Posted: Wed Mar 18, 2009 7:02 pm
by Octopus
Looks good. I bet you're having a blast with it.
A question though. What's with the weird mesh tension where the barrel tapers down.

Re:

Posted: Wed Mar 18, 2009 7:34 pm
by Dakatsu
Octopus wrote:Looks good. I bet you're having a blast with it.
A question though. What's with the weird mesh tension where the barrel tapers down.
I just hit auto-smooth during the modeling process, and a few slivers are not in that smoothing group. I will fix it when the model is entirely done :)

Posted: Wed Mar 18, 2009 10:20 pm
by Ferno
details. needs them. watch your tricount. and that buttstock looks uncomfortable.

Re:

Posted: Thu Mar 19, 2009 1:16 pm
by Dakatsu
Ferno wrote:details. needs them. watch your tricount. and that buttstock looks uncomfortable.
I'm afraid to add details due to the fact that this is the rifle only - additional attachments (silencer, scope, etc) will be produced for this thing. I think I will add nuts and bolts to the thing - but should I model them into the mesh, or should I just put them on the mesh itself?

Also, this rifle is used in the future where all soldiers wear thick body armor (like the armor in halo), so the buttstock won't really be uncomfortable when wearing the suit.

Posted: Thu Mar 19, 2009 8:48 pm
by Capm
You should visit a gun show and look at some of the weapons there for inspiration on the details etc. Usually just a couple bucks to get in the door when one is around.

Posted: Sat Mar 21, 2009 11:50 am
by SilverFJ
Ferno wrote:and that buttstock looks uncomfortable.
Holy ★■◆● I just agreed with Ferno on something.

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Posted: Sat Mar 21, 2009 7:48 pm
by Ferno
SilverFJ wrote:
Ferno wrote:and that buttstock looks uncomfortable.
Holy ***** I just agreed with Ferno on something.
It happens more than you think :)

Re:

Posted: Sat Mar 21, 2009 10:00 pm
by Dakatsu
SilverFJ wrote:
Ferno wrote:and that buttstock looks uncomfortable.
Holy ***** I just agreed with Ferno on something.
Once again, with armored suits it doesn't make a difference :D
Capm wrote:You should visit a gun show and look at some of the weapons there for inspiration on the details etc. Usually just a couple bucks to get in the door when one is around.
Anyway, for nuts and bolts and etc, would this be fine, just having a nut object intersecting the plane?
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If I could do this for many other parts of the weapon, the polycount would drop considerably as well. The loops on the side of the gun would be an example.

Re:

Posted: Tue Mar 24, 2009 6:07 pm
by Ferno
Dakatsu wrote:
SilverFJ wrote:
Ferno wrote:and that buttstock looks uncomfortable.
Holy ***** I just agreed with Ferno on something.
Once again, with armored suits it doesn't make a difference :D
even with an armored suit it should look like it would fit in. otherwise it gives the impression of instability.

Posted: Tue Mar 24, 2009 10:16 pm
by Capm
eehhhh I dunno, placement should be accurate, you can't just place a nut in the middle of the buttstock or the barrel for example, some notes on the placements of parts from actual weapons that are similar in design would help further its credibility as a weapon.

Re:

Posted: Wed Mar 25, 2009 12:25 pm
by Dakatsu
Capm wrote:eehhhh I dunno, placement should be accurate, you can't just place a nut in the middle of the buttstock or the barrel for example, some notes on the placements of parts from actual weapons that are similar in design would help further its credibility as a weapon.
I understand placement is important, I just meant could I just place the bolt parallel to the gun's sides, or should I actually have it welded to the gun by polygons...

Posted: Wed Mar 25, 2009 10:20 pm
by Capm
I guess that depends on your application

Posted: Sun Mar 29, 2009 7:47 pm
by Dakatsu
The same rifle with bi-pod and a drum magazine. I originally planned to keep the magazine guide rail permanently attached, but the drum mag looked ridiculous, so instead the player will remove/add the guide rail depending upon the ammo type :)
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Posted: Mon Mar 30, 2009 5:23 pm
by Octopus
Looking really nice!

As for letting us know when you've updated, how about putting the date? Just a thought!