
Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Jun 13, 2015 07:28 AM
Msg. 12531 of 12975
Quote: --- Original message by: SS Flanker@Don't cuss: Would you mind highlighting certain portions of the picture so I can understand a little better as to what part of the shotgun you are referring too? Floating geo was really only used near the front section of the weapon. Namely the gas tube, unless you count into the screws and bolts which sit on the sides of the receiver. By the way, I don't mind sending you the model, it would probably be easier to see for your self what I did and how I did it. @Cheddars: http://eat3d.com/free/floating_geo Yea thought he meant the screw indentations.
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Kinnet
Joined: Dec 27, 2013
why are we still here? just to suffer?
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Posted: Jun 13, 2015 02:42 PM
Msg. 12532 of 12975
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 13, 2015 04:46 PM
Msg. 12533 of 12975
cool
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Dont Cuss
Joined: Apr 3, 2015
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Posted: Jun 16, 2015 11:46 PM
Msg. 12534 of 12975
Quote: --- Original message by: Cheddars
Yea thought he meant the screw indentations. Right, I was talking about the screws at the bottom. I am just wondering what techniques are used to get crisp hard surface detail to bake into a normal map. Initially I was mostly using floating geometry based on this tutorial: https://www.youtube.com/watch?v=evIogtBAB2Q&index=148&list=PLD6NssqACgNF-CgEOIe8osy7PnJoN48t2Which works quite well for large surfaces like doors or wall panels but not as effective for complex objects like weapons and props. For example I used it on this door panel The grid piece is actually not touching the panel And after the normals are baked out you can remove the geometry and get an effect like this Though after asking I started to use techniques similar to this tutorial: https://www.youtube.com/watch?v=lvMfoH5Ikrc&index=242&list=PLD6NssqACgNF-CgEOIe8osy7PnJoN48t2 And I have been getting some good results. Not sure if I am missing any other methods to get fine detail on hard surface like rivets and bolts. Still researching and getting the hang of hard surface modeling. The reason I ask is because I am trying to design a close range semi-automatic sniper rifle with a forward grip, close range optic, and laser sight. Initial concepts. I want the grip to go on the side but it was easier to put it on the bottom so I did not forget about it. What I have so far It is partly based on the Lynx and Barret But I still want it to exist in the halo universe. It is made for a big guy, or a Spartan, to use it to kick down a door and clear a room of heavily armored units (like elites or brutes). Thanks again guys. I was mostly taught a sculpting work flow to make more organic assets but prefer hard surface models and using the 3d application to build detail. Edited by Dont Cuss on Jun 16, 2015 at 11:47 PM
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 17, 2015 08:25 AM
Msg. 12535 of 12975
Check your pm's on the weekend. Nice maya modelling so far, though I would point out that the scope you are using looks a little like an eotech 552 which in your scene looks like it has an oddly proportioned battery compartment. Take a look at these references: https://www.google.co.uk/search?q=eotech+552&es...Edited by Dennis on Jun 17, 2015 at 10:51 AMEdited by SS Flanker on Jun 20, 2015 at 09:21 AM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jun 17, 2015 12:09 PM
Msg. 12536 of 12975
Quote: --- Original message by: Dont Cuss I am trying to design a close range semi-automatic sniper rifle with a forward grip, close range optic, and laser sight. I don't think there'd be much calling for a semi-automatic sniper rifle to be modified for close quarters, especially when fully automatic battle rifles exist. But if you're looking for a Spartan-sized automatic capable of pounding the ever-loving crap out of everything in the room, something along the lines of the Russian 6P62 may be worth looking into.  Fully-automatic, and fitted with a lolhueg muzzle brake, it can fire five hundred .50 caliber rounds per minute from a 14-round magazine. As far as anti-materiel "assault rifles" go, it's the closest I can think of. Edited by Echo77 on Jun 17, 2015 at 12:10 PM
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Dont Cuss
Joined: Apr 3, 2015
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Posted: Jun 18, 2015 01:30 AM
Msg. 12537 of 12975
Did a Draw up to work out some design issues.  I am not sure how the ergonomics of a drum this size will work on a bullpup. Will be gone for a few days but am looking forward to finishing and texturing it.
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Bottletopman
Joined: Feb 5, 2011
Blessed are the cheesemakers
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Posted: Jun 18, 2015 02:06 AM
Msg. 12538 of 12975
Brings to mind the Pancor Jackhammer, should be feasible although the bit of the mag that sticks into the receiver makes it look a little funny, but that's just me.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 20, 2015 08:23 AM
Msg. 12539 of 12975
Quote: --- Original message by: Dont Cuss Right, I was talking about the screws at the bottom. I am just wondering what techniques are used to get crisp hard surface detail to bake into a normal map. Initially I was mostly using floating geometry based on this tutorial: Edited by Dont Cuss on Jun 16, 2015 at 11:47 PM https://mega.co.nz/#F!NJkTTLZb!os8wjS1wNa1rm8RW9yn5wQ Edited by SS Flanker on Jun 20, 2015 at 08:24 AM
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jun 21, 2015 05:50 PM
Msg. 12540 of 12975
Just kinda throwing it out there, is it possible for this to be done? was thinking about recoloring marines giving them Imperial Guard colors and having them wield lasguns. ...Sorry Wh40k enthusiast here. Edited by ICE x Toxiic on Jun 21, 2015 at 06:46 PM
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 21, 2015 06:12 PM
Msg. 12541 of 12975
Recoloring and recompiling the bitmaps shouldn't be too hard.
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Jun 21, 2015 09:35 PM
Msg. 12542 of 12975
I still have in game lasguns and guardsmen from wh40k
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jun 21, 2015 10:17 PM
Msg. 12543 of 12975
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 23, 2015 07:46 PM
Msg. 12544 of 12975
It would probably be better to rip the original assets and port them into this enjin, which coincidentally is what I can do.
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jun 24, 2015 09:48 PM
Msg. 12545 of 12975
Quote: --- Original message by: SS Flanker It would probably be better to rip the original assets and port them into this engine*, which coincidentally is what I can do. ^ This community never ceases to amaze me! The Emperor be with you Flanker.
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Dont Cuss
Joined: Apr 3, 2015
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Posted: Jun 25, 2015 12:27 AM
Msg. 12546 of 12975
Still working on getting the rifle to look like the reference. But the real reason I need y'alls advice on this pistol I am building. It is made to be a revolver that a colonist would carry when attending to crops or such (Halo universe). So a non-military weapon. I am trying to go for a western but still Sci-fi look. Is there anything that is already like this or lore I need to keep in mind? The one thing that I do not want to do is a under barrel like the Chiappa Rhino. It is to over done in Sci-fi pistols and I want a little bit more of a classic feel. BTW thanks for the tutorial you link on modeling. I really do appreciate the help. Edited by Dont Cuss on Jun 25, 2015 at 12:29 AM
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Jun 25, 2015 03:21 AM
Msg. 12547 of 12975
Quote: --- Original message by: Dont Cuss It is made to be a revolver that a colonist would carry when attending to crops or such (Halo universe). So a non-military weapon. I am trying to go for a western but still Sci-fi look. Is there anything that is already like this or lore I need to keep in mind?
The one thing that I do not want to do is a under barrel like the Chiappa Rhino. It is to over done in Sci-fi pistols and I want a little bit more of a classic feel. To my knowledge, there have been no given examples of revolving sidearms in Halo. However, since some of the weapons in Destiny still retain a Halo-esque aesthetic, I'd think that some of the revolvers from that game could be passed off as human weapon from the Halo universe. The reason many sci-fi revolvers may opt for a 6-o'-clock barrel is because it's just better. It's a more modern approach to an older style of weapon that helps get the recoil a bit closer to being in line with the wrist (which reduces the "muzzle flip" associated with more conventional revolvers).
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DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
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Posted: Jun 25, 2015 12:36 PM
Msg. 12548 of 12975
Quote: --- Original message by: ICE x ToxiicQuote: --- Original message by: SS Flanker It would probably be better to rip the original assets and port them into this engine*, which coincidentally is what I can do. ^ This community never ceases to amaze me! https://imageshack.com/i/eyYY9506j The Emperor be with you Flanker. My Eldar will crush you! I never got further than dry-spraying them white.
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jun 25, 2015 01:24 PM
Msg. 12549 of 12975
Quote: --- Original message by: DaLodeQuote: --- Original message by: ICE x ToxiicQuote: --- Original message by: SS Flanker It would probably be better to rip the original assets and port them into this engine*, which coincidentally is what I can do. ^ This community never ceases to amaze me! https://imageshack.com/i/eyYY9506j The Emperor be with you Flanker. My Eldar will crush you! I never got further than dry-spraying them white. I have a Leman russ but it's being painted currently, after that I'll be painting my Lord Commissar. so it wasn't in pic, but with everything I have i've crushed my friends Necrons and his Tyranids. So come at me with your puny fragile Eldar lol. (I've got a solid list that i'm confident in)
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Dont Cuss
Joined: Apr 3, 2015
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Posted: Jun 25, 2015 03:24 PM
Msg. 12550 of 12975
hmm... P.S. Suffer not the Xeno to live! Edited by Dont Cuss on Jun 25, 2015 at 03:25 PM
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OHunterO
Joined: May 24, 2012
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Posted: Jun 25, 2015 06:15 PM
Msg. 12551 of 12975
I'm not liking the look of the topology on what weapon at all, I see you have applied TurboSmooth to the grip, either compile the stack to apply the turbosmoothed mesh, or model the entire weapon with TurboSmooth on and make a highpoly version first. Your barrel looks like it has some horrid ngons, assuming you used boolean! Here is your fix, your topology should look like this on the barrel! (The indent I have added on the end isn't a perfect cylinder as you can see, I just made a quick example so make sure you use another cylinder and just ensure the verts at the end make a cylinder.  Start with making one section like so, duplicate it and bend it into your cylinder shape. Edited by OHunterO on Jun 25, 2015 at 06:17 PM
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jun 25, 2015 06:44 PM
Msg. 12552 of 12975
Those are some old Space Marines, very nice indeed. I like the revolver idea it's new and unique. (Still need a lasgun tho)
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SGT Arroyo
Joined: Jul 23, 2014
golden
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Posted: Jun 26, 2015 07:44 AM
Msg. 12553 of 12975
Quote: --- Original message by: ICE x ToxiicThose are some old Space Marines, very nice indeed. I like the revolver idea it's new and unique. (Still need a lasgun tho) the guys I put in this game are from the space marine game.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jun 26, 2015 11:19 AM
Msg. 12554 of 12975
@dont cuss You should not use the boolean compound thing in 3dsmax, it can create a lot of errors, you should follow what hunter said, using modifiers and snaps very often. You may be able to get a better topology by extruding the cuts from the barrel, trying to keep an homogenous polygon density, or using cuts, snaps and welding useless vertices created
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OHunterO
Joined: May 24, 2012
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Posted: Jun 26, 2015 11:41 AM
Msg. 12555 of 12975
I didn't mean never use boolean, it can be useful but only under certain circumstance and as long as you clean up the mesh, as it will always make errors and bad topology as it doesn't create you edge loops for you.
When highpoly modelling you should ALWAYS TRY to make sure all edges flow around the object and connect up somewhere. Sometimes you might have to use ngons for weird shapes, triangles are the main thing to avoid as they can make a horrid mesh with sub'divided, a star shape is made for each iteration which makes weird smoothing.
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Dont Cuss
Joined: Apr 3, 2015
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Posted: Jun 26, 2015 07:05 PM
Msg. 12556 of 12975
Thanks a lot guys. I am working on this project to break some of my bad habits and appreciate the impute from you guys that have more experience. pushed the ammo drum through to semi completion to insure that the normals are baking right (not final coloring or material). BTW I am using Maya mostly for the actual modeling though I get what you are saying because things have equivalents in the programs. ie turbo smooth and subdivisions.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jun 27, 2015 04:16 AM
Msg. 12557 of 12975
Quote: --- Original message by: OHunterOI'm not liking the look of the topology on what weapon at all, I see you have applied TurboSmooth to the grip, either compile the stack to apply the turbosmoothed mesh, or model the entire weapon with TurboSmooth on and make a highpoly version first. Your barrel looks like it has some horrid ngons, assuming you used boolean! Here is your fix, your topology should look like this on the barrel! (The indent I have added on the end isn't a perfect cylinder as you can see, I just made a quick example so make sure you use another cylinder and just ensure the verts at the end make a cylinder. http://i.imgur.com/3rvBN1X.jpgStart with making one section like so, duplicate it and bend it into your cylinder shape. http://i.imgur.com/kHqFkln.jpgEdited by OHunterO on Jun 25, 2015 at 06:17 PM I missed your models.
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jun 27, 2015 05:57 AM
Msg. 12558 of 12975
Quote: --- Original message by: Dont Cuss -snip- Looking very good. Keep it up!
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 27, 2015 06:01 AM
Msg. 12559 of 12975
- removed - Edited by Super Flanker on Sep 20, 2016 at 11:55 AM
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ICE x Toxiic
Joined: Nov 26, 2011
The Emperor protects.
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Posted: Jun 27, 2015 07:02 AM
Msg. 12560 of 12975
Quote: --- Original message by: SGT ArroyoQuote: --- Original message by: ICE x ToxiicThose are some old Space Marines, very nice indeed. I like the revolver idea it's new and unique. (Still need a lasgun tho) the guys I put in this game are from the space marine game. Very good choice those are very great looking models, really want to see them in game c:
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jun 27, 2015 08:36 AM
Msg. 12561 of 12975
Quote: --- Original message by: SS Flanker -snip- that SMG looks uncomfortably thin.
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Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
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Posted: Jun 27, 2015 09:04 AM
Msg. 12562 of 12975
Quote: --- Original message by: War Master VQuote: --- Original message by: SS Flanker -snip- that SMG looks uncomfortably thin. It's an exact replica of the original. I scaled it to within in nanoinches of the original model. Perhaps it's the fov . (45) Edited by SS Flanker on Jun 27, 2015 at 09:06 AM
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Roushyy
Joined: Jun 25, 2015
Character animator.
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Posted: Jun 27, 2015 03:38 PM
Msg. 12563 of 12975
Quote: --- Original message by: SS Flanker
It's an exact replica of the original. I scaled it to within in nanoinches of the original model. Perhaps it's the fov . (45) Edited by SS Flanker on Jun 27, 2015 at 09:06 AM I doubt it's the fov, probably just the perspective. The handle in particular looks very thin and increasing the FOV would only worsen the effect.
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MEGA_VKNG
Joined: Dec 23, 2013
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Posted: Jun 27, 2015 04:15 PM
Msg. 12564 of 12975
Flanker, are you willing to share that SMG?
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OHunterO
Joined: May 24, 2012
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Posted: Jun 27, 2015 11:27 PM
Msg. 12565 of 12975
Quote: --- Original message by: Spartan314Quote: --- Original message by: OHunterOI'm not liking the look of the topology on what weapon at all, I see you have applied TurboSmooth to the grip, either compile the stack to apply the turbosmoothed mesh, or model the entire weapon with TurboSmooth on and make a highpoly version first. Your barrel looks like it has some horrid ngons, assuming you used boolean! Here is your fix, your topology should look like this on the barrel! (The indent I have added on the end isn't a perfect cylinder as you can see, I just made a quick example so make sure you use another cylinder and just ensure the verts at the end make a cylinder. http://i.imgur.com/3rvBN1X.jpgStart with making one section like so, duplicate it and bend it into your cylinder shape. http://i.imgur.com/kHqFkln.jpgEdited by OHunterO on Jun 25, 2015 at 06:17 PM I missed your models. I have a long list, be ready ;)
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