M79

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made this with my spare time. i've read half of the texturing article so far and i'm covering more ground. i'll try to do an unwrapping tutorial soon. well here it is. i still need to smooth it out. poly count i'll post with my next render(smoothed of course).
EDIT: you may be asking why i posted so many damn pictures of the same thing...but...here is the explanation.
pic one have some missing polys(by the trigger guard). pic two is just a close up(no knob).
pic three has the missing polys fixed. pic four is a close up with the added knob.
 

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What app are you using ? And do u have any idea how to get this guns ingame hl2 or DM?
 
i'm using 3dstudio max and i uhh have a small idea oh how to get it into hl2
i think u need to skin it, which u already did, then u have to make a vmt file / qc file and finally get a compiler to make a .mdl for hl2.
EDIT: i may be totally wrong, so don't listen to me.
 
ok u dont need to get a compiler lol compiling is really easy. whats not easy is like animating it and making it into a weapon and everything. i havnt tried compiling custom weapons much because its so hard but if your not replacing existing weapons then u have to create new weapon class's which meens coding. if you want to replace a gun u can decompile it then replace the weapon with your one and envelope all the bones to the parts of the gun etc try compiling it but its never worked for me. if i do manage to get a gun ingame ill pm you. also look on the half life 2 wiki in source sdk for how to compile models its on there.
 
yeah its all in the wiki. :). ok finished rendering my model. the scary part is that it ended up being exactly 2800 polys. not one more or one less. i know a easy way to chop off 2700 poly so don't be too worried. :E
if you guys want more renders at different views just let me know. crits are welcome.
 

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i meant chop off 100, dont a expect 100 poly model. sorry about that. i meant to say chop off 100 poly to get it to 2700. lol. damn i'm foolish.
EDIT: i didn't model the gun 100% after the real thing. i just did what seemed to be smoother and better looking(hopefully). the one that this site has is making me mad. http://www.cw-meltingpoint.com/1962/site/index.php?dir=pages&page=weapondetails&wid=73 it seems a lot more realistic somehow. mine seems like...fake.
 
Wireframe please, so we can tell you where you could gain some polies (if you can, cuz it looks pretty good).
 
here is the wireframe. i know i can take out a lot of edges(and probably polys too), but then i always end up with dark lines when i go on to smoothing. and my render ends up looking rather ugly. :hmph:
 

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It was a little hard to see because of the angles but you get the main idea. Also alot of action is going on near the aim thing and I couldn't see the polies.
 

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be careful while extruding if youve extruded and want to make it longer againg just pull the poly or the verts at the end.
i just have one small sugestion for ur next model ..try modeling after a concept that you find online ask for permission first tho. see how you can hgandle concepts.
 
well....i wasnt extruding my whole model. u guys may ask why are there random edges in my model where the areas are flat. here is my answer. i think it has to do with my style of modeling. an example: i need to create the front sight(aimer) for my gun. i ring the edges around the cylinder and connect and move the vertices closer to one end so i can get the right length of the aimer. then i extrude the polys near the top to create the aimer. now you may ask why dont i delete the pointless edges? well here is my answer. most of the time(in my models atleast) i think, it does not matter if the edge is there or if it isnt(since the models all become triangulated) because they are usually in areas that are 4 sided. 4 sided therefore = 2 triangles. now if i took out that edge then my poly would be 6 sided. but think about this. how does the program triangulate it? i may have interpreted this wrong but arnt there 2 vertices there that dont have an edge? wouldnt that just equal 4 triangles? isnt that the same as having that edge there? tell me if i'm doing this wrong.
EDIT: i dont think people would want me to model their concepts.
DOUBLE EDIT: sorry i dont want to sound mean(if you thought i was). i was just trying to explain the way i saw it. :(
 
hmmm...thanx a lot 1337. i actually learned something now. :) my poly count went down by quite a bit.
 

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lol looking at my programs :). well i know firefox is better(100% fact), but...somehow i cant change. i'm used to the old stuff. its like nostalgia except its not old yet. lol. ugh...i'll try to get firefox one of these days. well the truth is that i have like 4 gigs left out of 80 and i cant even defrag my comp. i have too much anime(bleach / naruto / gungrave) and lots of movies(bad boys2, matrix revolutions, office space, last samurai, lord of the rings III). not to mention doom3 and hl2 installed(another 5-10 gigs gone). i'm trying to get all this on data DVD's but i can never manage the time. god damnit i hate this. i could buy another SATA 80 GB HD for like 60 dollars now but i cant drive yet and my money isnt that great either. my comp's set up is stupid. it has a 2.8 prescott(extremely HOT, reaches 80 degrees celsius at time(YES THATS CELSIUS)) 80 GB(what the hell is going on? 2.8 with 80 gigs? what do they want me to do? install windows and not touch it?) 1 GB RAM(yeah another example, lots of power but no space. pretty messed up).
 
the cooling isnt a problem yet. my computer hasnt crashed since i've bought it. its really amazing because 80 degress celsius is like...over the limit for a pentium processor. but could you tell me the benefits of firefox?
 
not bad man... you crank out models like a machine
 
mikeandike22 said:
the quality is very good.
thats hard to believe. i dont feel like my models are worthy enough for being in a mod. :|
 
Ti133700N said:
Good job, one last advice : use Firefox.
PWNED
lol
i double that. dont leave home without it.
oh and btw max has a polygon counter in utilities
 
as soon as i learn how to skin my models.
EDIT: ummm the polygon counter in 3dsm seems to count...polygons. :( i needed the face count(triangles).
 
Trust me your models are superior to most of the stuff i've seen here (of course there are other talented modelers) but don't stop you from making a MOD because you think your models are not top quality, in fact they are very good.
 
yeah man you seem to be at the top of your game, even if you seem to come off as a rookie with all the questions you ask, the things you produce are very impressive.
 
EDIT: ummm the polygon counter in 3dsm seems to count...polygons. i needed the face count(triangles).
The polygon counter in 3dsmax counts the polygons as triangles when in editable mesh (and editable patch).
 
counter8vw.jpg

i know tris are important for the engine but i believe the devs gave the limits in polys so i dont see a reason to count everything in tris :S ?
 
I believe the Count triangles feature is only available in Max 7, not 6 (wich is what he is using).
 
i know tris are important for the engine but i believe the devs gave the limits in polys so i dont see a reason to count everything in tris :S ?
The numbers they gave are in triangles, since only the amount of triangles matters, not entire polygons. They just referred to them as polygons, since triangles are polygons...

The polygon counts of models should always be in triangles, there is really no reason to post the amount of full polygons.
 
Ti133700N said:
I believe the Count triangles feature is only available in Max 7, not 6 (wich is what he is using).
yeah i dont remember that triangle button there. lol. :)
Trust me your models are superior to most of the stuff i've seen here (of course there are other talented modelers) but don't stop you from making a MOD because you think your models are not top quality, in fact they are very good.
i dont know....guns are pretty easy to model(basically blocks stuck togethor with a barrel). i've been trying to think of a way to model a character and i really havnt figured out a strategy yet. i'm gonna need some help on how to model characters(especially the faces).
yeah man you seem to be at the top of your game, even if you seem to come off as a rookie with all the questions you ask, the things you produce are very impressive.
very impressive seems a bit too strong. i think its more like decent.
EDIT: any tips on how to model characters?
 
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