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3 Dimensional Chat / cool colt 1911

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bitJericho
21
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Joined: 9th Oct 2002
Location: United States
Posted: 29th Mar 2003 09:56 Edited at: 29th Mar 2003 22:55
yep, im enjoying my new found hobby..here's a colt 1911..untextured, cuz i havent gotten that far in my learning poly count = 274. Tell me what ya think!





[edit]
hmmm for some reason the images arent showing up anymore...if they dont work for you, you might be able to see them here:
http://www.villagephotos.com/pubbrowse.asp?selected=203413

[center]These are called variables and each one has a little label on it carved in cuneiform script by the hand of an ancient Babylonian black box engineer.
darkCorridor
21
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Joined: 27th Jan 2003
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Posted: 29th Mar 2003 11:24
Kool!!! Keep it up! I wish i could model... anyway i still got DarkMatter Good Work!

[br]mikey
Dave J
Retired Moderator
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Location: Secret Military Pub, Down Under
Posted: 29th Mar 2003 14:35
Very nice, that'd be really simple to texture map as well.

"Computers are useless they can only give you answers."
Blazer
21
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Joined: 22nd Oct 2002
Location: United States
Posted: 29th Mar 2003 17:23
*pow pow* nice

ps: let's see if this brings back the rediculessly overpoly gun craze

As I walk through the vally of the shadow of death, I will fear no evil.
- Psalms 23:4
John H
Retired Moderator
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Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 29th Mar 2003 19:06
Nice, althought it looks pretty high poly near the trigger of the gun. Try using the DirectX mesh tools to automatically decrease the poly count.

It looks like there is a poly on the finger guard that needs to be reversed, just saying.

Also, it looks like you modelled the gun twice (each side) then connected the sides. Try modelling just one side then duplicate it, use the MOVE tool and move it however may pixels left or right, then extrude the model the same number of units in the same direction. Just some general advice [This is just due to that the wireframe mesh looks uneven, might just be the angle though ]

Nice work!

RPGamer

Current - RPG: Eternal Destiny
http://www.halbrosproductions.netfirms.com
Dont ask those questions! Read the help files lazy! Oh ya, and Tat has a plugin for that!
bitJericho
21
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Joined: 9th Oct 2002
Location: United States
Posted: 29th Mar 2003 21:54
nope actually its good and even, and i did duplicate it...also i made sure every vertice was in a good position and actually doing something to help the appearence... if i find this is just 'too many' polys for the game, then ill model a new version of the gun with less polys for in game action^_^ thanx for the replies

[center]These are called variables and each one has a little label on it carved in cuneiform script by the hand of an ancient Babylonian black box engineer.
bitJericho
21
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Location: United States
Posted: 29th Mar 2003 22:43
rpgamer, wow good eye^_^ actually there were a few polys off on the trigger so i just redid it...nice catch

[center]These are called variables and each one has a little label on it carved in cuneiform script by the hand of an ancient Babylonian black box engineer.
Dr DooMer
21
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Joined: 22nd Dec 2002
Location: United Kingdom
Posted: 30th Mar 2003 05:08
Ah, yes - very nice!

The smoothing throws it off a little bit, but otherwise it's very good! What sort of game is it for, an FPS?

"I am a living, thinking entity who was created in the sea of information."
bitJericho
21
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Joined: 9th Oct 2002
Location: United States
Posted: 31st Mar 2003 02:28
right now im just modelling to learn how to model...but i might throw it into a fighter..

[center]These are called variables and each one has a little label on it carved in cuneiform script by the hand of an ancient Babylonian black box engineer.
Legolas
21
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Joined: 1st Apr 2003
Location: Netherlands
Posted: 1st Apr 2003 13:41
it looks quite good my compliments, just 1 little thing.

i'd add a trigger, when ur gun doesnt have a trigger it just isnt done

keep it up, id love to see it textured!

arras
21
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 1st Apr 2003 19:27
Its looking good but for game I think its too many polygons. Human model should have about 1000 polys...if one small gun have nearly 300???

Just my opinion...

bitJericho
21
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Location: United States
Posted: 1st Apr 2003 23:43
actually, the gun has a trigger....but its kinda like the triggers on a watergun if you can imagine...so once it's textured it will look right.

[center]These are called variables and each one has a little label on it carved in cuneiform script by the hand of an ancient Babylonian black box engineer.
Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 2nd Apr 2003 02:34
yeah the colt trigger is an odd one isn't it... isn't a hair trigger like most handguns. The same goes for the Dosdievski, they're sliding triggers ... so they generally look more part of the gun.

When developing weapons its good to keep in mind that alot of parts may not move or animate in anyway - so the idea is to make the general outline and then just develop the mesh to accentuate any Texture details you give them

This is oftenly done through setting up accurate Smooth Groups rather than leaving all of the blending to the texture - also detail that doesn't need to be there, you don't make it...

suchas if there is a switch on the side, rather than making the whole switch and making it rounded with a pertruding part - make a simple box perhaps with a tapered end and let the texture handle the detail.
and even then certain detail can be left off all together even major detail and left to the texture depending on how close the weapon will be seen

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?

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