Ingram MAC11

xC4RN4G3x

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yeah i made this. easiest model i ever made i think. polycount is still pretty high and i need to optimize it. comments / crits are welcome. i love all of u guys man. :D i'll post the clay renders in my next post. poly count right now is 2490 or so.
 

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here are two clay renders. dont look at the bottom of the first one. the clip went through the plane. stupid me. lol. :)
 

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hey i did an ingram a while ago and it looked really similar only i got a bit carryed away smoothing the edges out.
 
why did u make to renders fo the same side ? lol
apart from tht its pretty good you should really get around to unwrapping a few of these.
 
well when i try to learn how to unwrap..i feel like i'm wasting modelling time(like i could be making another gun or something). but don't worry. i found an awesome tutorial so i might start unwrapping. dont count on it though. :D
 
Looks okay.

http://world.guns***/smg/mac10_1.jpg

That object hanging off of the barrel is supposed to be a wire clip, where the strap is attached to, it isn't solid and flat. The front iron sight has an aiming pin in the middle between the two sides, and the rear iron sight has 3 holes in it.
 
xC4RN4G3x said:
well when i try to learn how to unwrap..i feel like i'm wasting modelling time(like i could be making another gun or something). but don't worry. i found an awesome tutorial so i might start unwrapping. dont count on it though. :D
a gray untextured model is useless, so it wouldn't be a waste learning how to unwrap and skin!
 
Sir Phoenixx said:
Looks okay.

http://world.guns***/smg/mac10_1.jpg

That object hanging off of the barrel is supposed to be a wire clip, where the strap is attached to, it isn't solid and flat. The front iron sight has an aiming pin in the middle between the two sides, and the rear iron sight has 3 holes in it.
yeah i knew about the strap, but ur never gonna see it ingame. the 3 holes i was hoping to do with normal mapping(if possible) or just take it out because it seems like a waste of polygons. and the front sight i never knew about. thanks :) oh and ur image doesnt work.
EDIT: umm guys i tried to do an unwrap tutorial and i uhhh kinda got lost. http://www.ran3d.com/tutorials/k-bar/k-bar01.asp i have the knife and all and set the IDs but it doesnt explain where this Collapse All button is or how the hell it gets a checkerboard texture out of nowhere(well i think it was from making the planar UV fit, but it didnt get a checkerboard for mine after i made it fit. i think u get it after u "collapse all") need some help.
DOUBLEEDIT: how did he make the background color for his renders like peach? i wanted to change my background color but i could never find out how. i'm starting to hate black.
 
btw if you have ever played cs u can tell that hte strap is clearly visible and adds a bit of a realistic touch with the reload animation (as do the shell ejection units ;):P)
 
hmmm i might add the strap...but then the poly count will go up. :| i wanted this to be one of the various dual wield weapons. i was gonna optimize this to get 1350 poly or so. ......dont know....lost...
EDIT: how do i reverse the model because...i modeled the gun to what it actually looks like. the ejection port is on the right side(u wont be able to see the shells poping out that good). i was thinking of reversing it. perhaps. still thinking.
BTW: i'm going to bed. i'll check the post in the morning. :D cheers guys!
 
Lovely model... btw, where is this "awesome tutorial" for unwrapping you speak of? :P
 
If you'd rather look at the much less detailed side, then you only need to select the objects and flip them... It's that button on the toolbar on the top that has two objects mirrored over a line.
 
the best program for unwrapping is xsi is it not. i can unwrap fine but im crap at making textures lol.
 
the best porgram for unwrapping is ultimate unwrap 3d or so ie heard. ..but the uvw modifier in max has been doing fine for many years.
btw that unwrapping tut isnt so great.
 
but this tutorial goes through everything. unwrapping to making the textures. :| could u show me a better unwrapping tutorial then?
 
theres a good tutorial for xsi uv mapping. from what ive heard xsi beats max in uv mapping. ultimate unwrap 3d isnt free though its like 70 squid
 
it might be better but at the end of the day they both achieve the same thing and thats what counts.
do you get a dollar for everytime you say xsi ?
or maybe crack ?
 
Hey Carnage. Yesterday I hacked your comp and got your MAC model just to see how it was made. And there were alot of wasted polies so I decided to optimize it.

Polies before : 2481
Optimized : 1720

Also if you want, I'll post the wireframe before/after. You'll see that it will be alot easier to unwrap/skin with a clean mesh.


Edit: Ok then I'll post it tonite when i'll come back home.
 
holy shit u cut off 761 polygons. :eek: :eek: :eek: :eek: haha thats awesome. how long did it take u to render? it's still taking me like 5 min without the planes. if i do have planes it takes like 30 minutes. i need to restart my comp right now. lol. a wireframe would be awesome. :) please post. :D
 
umm shouldnt you be concerned that he hacked into your computer? and yes i get payed 12 pounds every time i bigup xsi. xsi rules! xsi for president!
 
lol why should i be concerned? :D we are all buddies here in the modeling section(dont know about the other sections, but we all seem pretty friendly here). :D
 
Yea we are all friends here, plus it was late so I guess you were sleeping so...

Anyway here is a render of the Mac optimised (didn't take me more than 2mins to render a 640x480 image). Then, the wireframe (well edged faces) and finaly the poly count.

Oh yea and I'll put the optimized version of the Mac (max file) on your desktop tonite. It's gonna be max11v05.max (I use increment on save, usefull feature)
 

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o god that looks sexy. omg. thats a very nice model. it has like the shadows and everything. and its only 1720. sexy. :eek: :eek: :eek: :eek:
 
now that hes got it down to such a low poly count why dont you add lots of details like cracks and scratches an shit
 
dont u do that with normal mapping? :D i might add a strap but probably only when the guy is using both hands for this gun. dont want two straps/uzis. too many polygons.
 
You don't model cracks and scratches.... Plus, the goal is not to model something with 2700 polies everytime. If your model is nice and has only 1720 polies, a nice texture and normal map then that's alot better.
 
haha. :D 1720 sounds really sexy. i dont know why. but it sounds nice. thats like 1k less than the average model :) now i need to get it down to 1350 soon. might take out those two indents and do it with normal mapping. oh yeah i needed to know something. how many polygons are the hands for hl2?
 
i know you dont need to model nooks an scratches but u may as well use up some more polys
 
i want two of these babys on the screen at the same time. :D thats why i need to optimize a little more.
 
well considering your going to delete all back facing polygons i dont think its going to be a problem.
 
hopefully it wont. :) nobody answered my question though. how many polygons are hl2 hands?
 
well mate thats hard to say as the hands are attached to the guns in the refference smds.
 
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