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FPSC Classic Models and Media / M4 Assault Rifle

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vorconan
17
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Joined: 4th Nov 2006
Location: Wales
Posted: 15th Nov 2006 23:30 Edited at: 15th Nov 2006 23:30
Here's my M4 assault rifle, this was done in anim8tor. I can't really texture it because i don't have a clue how to UVMAP. Any comments or suggestions would be appreciated.

Screenshot 1

so what's the job?

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vorconan
17
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Joined: 4th Nov 2006
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Posted: 15th Nov 2006 23:30
Screenshot 2

so what's the job?

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vorconan
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Posted: 15th Nov 2006 23:30 Edited at: 15th Nov 2006 23:31
Screenshot 3

so what's the job?

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vorconan
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Posted: 15th Nov 2006 23:31
Screenshot 4

so what's the job?

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AlanC
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Joined: 28th Sep 2006
Location: Seattle, WA
Posted: 15th Nov 2006 23:48
Not Bad

FPS Creator Tip 1491: Add some light to your games
Silent Thunder
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Location: The Ship
Posted: 15th Nov 2006 23:57
nice, add a texture and make the renders a bit brighter.

Locrian
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Location: Burton Mi.
Posted: 15th Nov 2006 23:59
To rounded and smoothed out. need to keep a gun at like the max you'd use for a character. Say the 1800-2000 range, and thats max. Know that this number is doable if your levels are well planed out, but slow downs could occure even then.

Looks like that model is in the 3-5k range minimum, and could be 7k+ very easy.

Low poly modeling is an art form all it's own. Coming from high poly rendering world myself prior to getting hooked on trying to make a game, believe me.

Any ways good luck
Loc
5hunter6
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Location: Looking at the screen, same as you
Posted: 16th Nov 2006 00:01
I would add a handle where I marked it. Most M4A1s have a handle on the top. Very nice model though.

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vorconan
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Posted: 16th Nov 2006 00:03 Edited at: 16th Nov 2006 00:05
thanks, i've been doing high-poly models for ages, i just can't texture properly so i can't get any sort of detail in without going over the top, i'll keep that handle idea in mind though

so what's the job?
Ace12GA
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Posted: 16th Nov 2006 04:30
Quote: "thanks, i've been doing high-poly models for ages, i just can't texture properly so i can't get any sort of detail in without going over the top, i'll keep that handle idea in mind though"


AS previously suggested, your poly count looks way too high. You may want to spend a bit of time learning low poly modeling techniques, which are quite different.

UVW mapping is pretty easy, if very time consuming, once you understand the basics. Basically you are projecting the texture onto the model, so imagine a flat sheet place beside your model. That flat sheet is your canvas to paint a texture onto, and it projects onto the model. Now that only covers one angle, which is where the time consuming comes in. In most 3D packages you would select logically grouped faces, then apply a planar UVW mapping to those faces along a normal that makes the most sense for the orientation of the selected faces. Usually you would then enter into the uvw editor to move the newly mapped faces to an isolated area of the map, so you can repeat the process and fit all the faces onto a single, or atleast fewer, texture maps.

Keep at it, looks like you have the right idea.
JohannesM
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Posted: 16th Nov 2006 19:07
the gun looks nice and smooth

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Cut scenes
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Joined: 12th Jul 2006
Location: Never leave your back to a door...
Posted: 17th Nov 2006 03:20
Nice but even real guns are rigid to an extent. Also whats whith the ring around the clip?

"People are easier to search when they're dead."--Captain Barbosa
vorconan
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Location: Wales
Posted: 22nd Nov 2006 22:34
@ cutscenes

It's not supposed to be a ring exactly. I just hate the subdividing faces function on anim8tor, I can never get a really good smooth finish that i like, I guess i should of missed out the smoothing in the first place though...lol.

so what's the job?
Smitho
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Location: Blackpool, England
Posted: 22nd Nov 2006 23:10
Dont know what M4 reference image your using there...
Looks more like some type of Granade launcher, rather than rifle (Apart from the M203)

vorconan
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Location: Wales
Posted: 22nd Nov 2006 23:20 Edited at: 22nd Nov 2006 23:21
I didn't use a reference picture, just came straight from my head. probably why it looks so bad

so what's the job?
Phlum
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Posted: 3rd Dec 2006 20:55
It doesn't look bad, I say it looks unrealistic. Good! I like unrealistic stuff! If I had this i could make a comic game! (I'd use the mouse from T3DGM)

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