
Shockwave
Joined: Apr 7, 2010
Animator / Modeler / VFX
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Posted: May 11, 2011 01:34 PM
Msg. 8401 of 12975
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 11, 2011 06:16 PM
Msg. 8402 of 12975
Hey guys! It's coming up to deadline time once again so I have decided to work on entirely unrelated thing to my Architecture project and finish up my Halo SMG. It's a bit better from last time and I'm hoping its almost finished, but there are perhaps a few areas I'm not sure on. One is the perforations at the back of the weapon (top image), the triangulation to the other points is perhaps not great but is that going to be okay? The other is that I may have gone a bit overboard with small details and polycounts on the cylinders I used, and on the sight. It looks okay and the total tri-count is okay but it could be a bit better I guess. If it's unnecessary to change then that makes life easier, but any feedback would be great! Total tris -4635. The detail on the other side of the gun might be otherwise invisible and therefore a bit redundant but I was thinking of having a dual wield version of it where you could see both sides? Something like that. There are a good 240 tri's in the mag that you can't see currently, I have plans for the ammo drain. Thanks! P.S I have the DSM ;) P.P.S As I am a lazy git and I just want to get it to look nice, if anyone fancies giving me a hand with unwrapping/texturing, let me know. Edited by Diaboy on May 11, 2011 at 07:52 PM
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iHalo
Joined: Dec 5, 2009
Modeling ::Royal Carribean's Oasis of the Seas::
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Posted: May 11, 2011 07:48 PM
Msg. 8403 of 12975
Sex.
Very awesome model, I love it! :O Unique shape, and the fornt grip could be more grippy, it looks like the metal interior ,and the rubber grip fell off
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 11, 2011 07:51 PM
Msg. 8404 of 12975
Heh, cheers dude! Shape's mostly based off the plain ole' M7 so I can't claim much ownership for that, but thanks :)
Yeah, the front grip IS looking kinda plain - hadn't noticed that. Thanks for pointing it out :)
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: May 11, 2011 08:00 PM
Msg. 8405 of 12975
The front grip is a tad too small and looks a bit strange in comparison to the rest of the model. That sight is also WAY too huge.
It'd be nice to have a non-wireframe render too.
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: May 11, 2011 08:04 PM
Msg. 8406 of 12975
Yeah I have to say I agree with ODX, that sight is a bit oversize. Almost like it should be a digital display. And yeah the grip is I would maybe say a little more than a tad too small, it should be just a bit smaller than the handle shouldn't it? Edited by eliteslasher on May 11, 2011 at 08:04 PM
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 11, 2011 08:13 PM
Msg. 8407 of 12975
Yeah, I realised after I'd rendered everything that something without wireframes would probably have been handy. Sorryyy! I'm about to head to bed so I will get something up in the morning. I originally got the shape of the foregrip from the MP7, but I am inclined to agree with you. I didn't want the weapon itself to feel to piddly and small; if the grip is too big then I worry the gun might look a bit dwarfed... I'll play about with it, though, cheers :D The sight works out slightly smaller than an EoTech 552 holographic sight - I deliberately wanted to make it a bit beefier than the default ODST one. I'm inclined not to adjust the size, but what were you thinking? EDIT - This is more where I got the shapes and sizes from :) but I'll take any opinions on board, I appear to be in a minority :P EDIT 2 - JUST remembered why it's so tiny, I used the Halo 3 SMG as a reference before toying with making it look a bit different. The foregrip on that thing is tiny- I think I accentuated it by making it thinner. No hassle, I can easily pull the front end out a bit and make more room for a larger one :) Edited by Diaboy on May 11, 2011 at 08:34 PM
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anonymous_2009
Joined: Jun 13, 2009
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Posted: May 11, 2011 08:47 PM
Msg. 8408 of 12975
You have too many sides on a lot of your cylinders and the chamfered edges on the ends of them are un-needed.
There is also detail in loads of places which can be added with a normal map, unless you have taken this game engine into consideration of course.
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Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
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Posted: May 11, 2011 09:05 PM
Msg. 8409 of 12975
Quote: --- Original message by: Diaboy
The other is that I may have gone a bit overboard with small details and polycounts on the cylinders I used, and on the sight. It looks okay and the total tri-count is okay but it could be a bit better I guess. If it's unnecessary to change then that makes life easier, but any feedback would be great!
Total tris -4635.
Pretty much what he said already, and anything under 5k triangles is decent enough.
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 11, 2011 09:05 PM
Msg. 8410 of 12975
Thats what I was concerned about - thanks for giving me a heads up :) I'm going to hopefully get it in to this engine opposed to any other engines. Done a few tests and previous, more bloated iterations worked fine. I wrote a whole paragraph on it there but it all got deleted, I'm tired and fed up of the computer so I'm gonna leave it. Just wanted to ask, Hunter, are there any other details there that you reckon I could remove or perhaps reduce, with the end result this being an FP weapon to use in Halo? Thanks a lot for the feedback everyone, very helpful :) Clays below. Forgot shader groups on the back again. Gah. Bed. Will update tomorrow/weekend.   
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: May 11, 2011 10:03 PM
Msg. 8411 of 12975
holy hell! Dude! Fix a couple proportions issues at least with the scope and this thing is one of the biggest eyegasms CE has seen. Maybe some detail is unneeded, but I have no fear you will find a way to make this look as epic ingame as it does now even untextured.
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: May 12, 2011 04:06 AM
Msg. 8412 of 12975
WHOA! *Head turns into a mop* Heh based off the M7 and the MP7.
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 12, 2011 08:20 AM
Msg. 8413 of 12975
Quick update, just reduced the tricount somewhat and increased the size of the foregrip. No changes to the sight as of yet - what a busy life I lead... Looking at it now, I'm not happy with the main grip... it just looks a bit... meh, too clunky and inelegant. 4038 tri's (not including approx 4 tri's for the glass in the sight) 
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anonymous_2009
Joined: Jun 13, 2009
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Posted: May 12, 2011 09:24 AM
Msg. 8414 of 12975
Oh, and that inset at the front can be removed. And the inset at bottom of the handle. Other than that it looks pretty good. Edited by anonymous_2009 on May 12, 2011 at 09:25 AM
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Yoda
Joined: Jan 30, 2011
Do or do not, there is no try
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Posted: May 12, 2011 09:56 AM
Msg. 8415 of 12975
Quote: --- Original message by: anonymous_2009Oh, and that inset at the front can be removed. And the inset at bottom of the handle. Other than that it looks pretty good. Edited by anonymous_2009 on May 12, 2011 at 09:25 AM No offence to Hunter (He obviously knows way more about this than I do) but I wouldn't smooth out those edges on the sight if I were you. It looks really cool with those edges the way they are. Also I am not sure if I would completely remove those grooves on the sides of the gun. I guess it just depends on how good you are at texturing. I good enough texture job could add them in fairly well I guess. On your rear iron sight there is a tiny indent in the post that holds the sight in place. I would remove that. It wont really be seen that well in-game and it wastes tris imo. Any tiny indents like that can probably be removed without really affecting the overall detail of the model. I have been surprised in the past by just how many tris can be saved by simply removing that kind of indents. In most of my FP models I delete almost all of the right side of the gun, since it wont be seen. That can save a LOT of tris and, so long as you are carful, it wont really affect you model at all.
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anonymous_2009
Joined: Jun 13, 2009
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Posted: May 12, 2011 11:44 AM
Msg. 8416 of 12975
You see that like ALL the time which is why I said smooth it. Not a large smooth, but not a sharp edge. Maybe not x2 maybe just one chamfer.
It's just better to put the extra triangles there instead of the other useless places seeming as it is already rather lowpoly.
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 12, 2011 12:27 PM
Msg. 8417 of 12975
I decided to keep the dips along the side of the gun, as I wasn't convinced I could get the texture to look amazing, and I think the specular would look odd without it. I did a 1x chamfer on the edges of the sight, it looks much better now. I did that on the magazine much earlier but never thought to do it elsewhere. Tricount now down to 3875 :)
so, now that I feel the model is finished, now to learn how to texture the thing X.X
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 12, 2011 09:09 PM
Msg. 8418 of 12975
holy shiz dude that is the bestmodel i have ever seen :D pistol now has scope :D reach ar is finished (cant see the stock cause its black) Edited by Cheddars on May 12, 2011 at 09:11 PM
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IcePhoenix
Joined: Sep 9, 2010
-Minor modeler-
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Posted: May 13, 2011 04:08 AM
Msg. 8419 of 12975
What? I can see it perfectly well.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 13, 2011 07:08 AM
Msg. 8420 of 12975
Quote: --- Original message by: IcePhoenix What? I can see it perfectly well. lol anyways I got it ingame and already I spotted errors where I forgot to unwrap or didn't get it right so don't point the out (I already know) and also the back looks blocky and it's using halo 3's animations as a place holder things to do: shaders fix unwrap and model animate make better sounds or extract them through bungie pro Edited by Cheddars on May 13, 2011 at 07:10 AM
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: May 13, 2011 07:17 AM
Msg. 8421 of 12975
Quote: --- Original message by: Cheddarsholy shiz dude that is the bestmodel i have ever seen :D pistol now has scope :D reach ar is finished (cant see the stock cause its black) Edited by Cheddars on May 12, 2011 at 09:11 PM Whos magnum? Also nice helmet and ar!
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 13, 2011 07:35 AM
Msg. 8422 of 12975
fund the pistol on a devian art page and might unwrap to reach bitmaps.the helmet was given to me by 6thlonewolf and was made by DaniloC and I am unwrapping it to reach textures for 6thlonewolf
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 13, 2011 07:37 AM
Msg. 8423 of 12975
lol posted at the same time. Would you like to do the honors of animating the AR and dmr Spartan 279?
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TauSigmaNova
Joined: Jan 31, 2011
If love is blind, I guess I'll buy myself a cane
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Posted: May 13, 2011 08:31 AM
Msg. 8424 of 12975
Quote: --- Original message by: Cheddars lol posted at the same time. Would you like to do the honors of animating the AR and dmr Spartan 279? well of course i will. send me the files on xfire later today (after 4pm GMT-5/American EST) also, where iz dee magnumz i maed?
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ICEE
Joined: Mar 1, 2007
Hark!
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Posted: May 13, 2011 11:59 AM
Msg. 8425 of 12975
That looks like moses's magnum. he released the model WITH the scope included (and a few variances I think). I don't remember where though, try searching modachity
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beazt
Joined: May 12, 2010
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Posted: May 13, 2011 03:14 PM
Msg. 8426 of 12975
I remodeled the reach magnum I had posted in previous page. This time got more and better reference pictures and tried to get detail closer to actual reach magnum. Has 2736 triangles. http://img20.imageshack.us/img20/3194/renderx.pngPS. Can anyone send me pm explaining how to embed images in posts. Have no idea how I did it the last time and cant seem to get them working now. Edited by beazt on May 13, 2011 at 03:16 PM
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: May 13, 2011 03:23 PM
Msg. 8427 of 12975
Quote: --- Original message by: beazt
PS. Can anyone send me pm explaining how to embed images in posts. Have no idea how I did it the last time and cant seem to get them working now. Edited by beazt on May 13, 2011 at 03:16 PM pm sent. edit:here's your image... Edited by ally on May 13, 2011 at 03:27 PM
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Skidrow925
Joined: Mar 19, 2010
"ideological sense of respect and tact of a 5yo"
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Posted: May 13, 2011 03:26 PM
Msg. 8428 of 12975
You click the picture thingie to the left of where you pick your font.
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 13, 2011 10:36 PM
Msg. 8429 of 12975
I'm here to spam renders again! Now a tacticool MA5k. Which looks annoyingly like the battle rifle. With all the handy feedback in my mind, I optimised a different model I was close to giving up on, and now it is a respectable 4300 tri's. Still could use a bit more, my guess would be removing the hole at the front, fixing that area underneath the main grip (was I drunk when I did that? xD) and there are perhaps a few faces I could just lose altogether. The foregrip could be reduced down too, as you won't really be able to see it. Just seeing if anyone ahs any ideas/general feedback on the appearance. The FP view at the bottom is just a guess, camera is set up correctly but I have never done origins or animation before so it might be a bit too far forward, not sure. Just thought I'd throw that in to see how it looked. (the cooling slits are different in the FP view - an older version that sat at 7000 odd tri's x.x) Still working on that SMG, but I want to do the unwrapping properly and I won't have proper time until after my assignments are due next week. Cheers guys!  
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 13, 2011 11:44 PM
Msg. 8430 of 12975
holy cow my dick exploded
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doompig444
Joined: Mar 22, 2010
Mornië alantië
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Posted: May 14, 2011 01:03 AM
Msg. 8431 of 12975
That's actually really sick. Silencer in first pic looks a little too fat though, idk.
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olly12345
Joined: Jul 30, 2008
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Posted: May 14, 2011 01:29 AM
Msg. 8432 of 12975
The silencer is Huge! The model looks great, but the Silencer looks really out of place. No idea if they're meant to be that big :O
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eliteslasher
Joined: Jun 30, 2008
Crysis 3!!!!!!! All I have to say. :D
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Posted: May 14, 2011 02:33 AM
Msg. 8433 of 12975
bigger silencer = more silence! :D
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: May 14, 2011 03:37 AM
Msg. 8434 of 12975
silencer looks like a beak or nose lol fixed alot of the ar erros and all i need to complete the unwrap is some one who can help me fix the stock lol Edited by Cheddars on May 14, 2011 at 04:11 AM
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Diaboy
Joined: Jan 24, 2011
A self-fulfilling prophecy of endless possibility
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Posted: May 14, 2011 10:27 AM
Msg. 8435 of 12975
Hah, yeah I suppose the suppressor is a little Freudian. Perspective and all that - just as an afterthought, here's a side shot so you can get the scale better. No changes since the first set of renders - reckon I should make it a bit smaller?  It's mostly because I couldn't get the unsuppressed firing nose to sound any good, so I whacked the big ole' suppressor on it to match the sound effect. Cheddars, that AR is looking pretty tasty, are you using the Reach beta textures for it? I don't quite see what's wrong with the stock though - looks pretty complete to me!
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