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Alkatraz

Give me a Revolver RAWR!

14 posts in this topic

Alkatraz: Finally finished exams woot! I thought of joining the team, but after much enlightening of what skills I actually needed, being a modeller is important but not everything. You need to do it all baby!

So i'm on this mission to kickarsery and programming ludicrious code...or trying to. I spent the past hour and a half modelling this basic revolver and I need the next step to get it towards making it work in Left4Dead.

What I understand: How UVmap works

What I don't understand: How to actually do it properly (please advise me)

Please give me any advice on what I could add to the model, I want to improve so I can be at a gamer standard in a couple of weeks or months.

What I get:

Learning, very quick at it horay. 3dsmax, Zbrush, Sketchup

Help me with:

Insight, UVmap help, nitpick.

Particular issues with UVmap: I get lost in the seams, if I model one side it does both right? A good texture is worth 1000 polygons so wish me luck guys, as I get onto it!

Website with Picture Reference:

Alkatraz Deviant art

Check out my deviant if your interested. Im working on weapons and guns at the moment to put into Left4Dead, ones that they could either make....or find. Nothing outlandish. I can make the textures in Photoshop easily, its just making them seamless is an issue.

-Cheers from Alkatraz!

Edited by Alkatraz

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Alkatraz: Finally finished exams woot! I thought of joining the team, but after much enlightening of what skills I actually needed, being a modeller is important but not everything. You need to do it all baby!

So i'm on this mission to kickarsery and programming ludicrious code...or trying to. I spent the past hour and a half modelling this basic revolver and I need the next step to get it towards making it work in Left4Dead.

What I understand: How UVmap works

What I don't understand: How to actually do it properly (please advise me)

Please give me any advice on what I could add to the model, I want to improve so I can be at a gamer standard in a couple of weeks or months.

What I get:

Learning, very quick at it horay. 3dsmax, Zbrush, Sketchup

Help me with:

Insight, UVmap help, nitpick.

Particular issues with UVmap: I get lost in the seams, if I model one side it does both right? A good texture is worth 1000 polygons so wish me luck guys, as I get onto it!

Website with Picture Reference:

Alkatraz Deviant art

Check out my deviant if your interested. Im working on weapons and guns at the moment to put into Left4Dead, ones that they could either make....or find. Nothing outlandish. I can make the textures in Photoshop easily, its just making them seamless is an issue.

-Cheers from Alkatraz!

heh, umm okay

Nice model 60

Edited by Eknytz

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I hate to say it but that geometry is very, very, very inefficient. Are you modeling with splines or NURBS or something to that effect?

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Yeah I am. I wanted to cut down on the polygons to make it easy to load up. Otherwise I can just box model it. Im trying to keep it simple so its much easier to manage. But to answer your question Im using splines.

I hate to say it but that geometry is very, very, very inefficient. Are you modeling with splines or NURBS or something to that effect?

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Easy to load up?

I'm guessing you're not going for game art here because that is horrendously inefficient topology. It still looks nice, it just won't do much good outside of pretty static renders.

As for UV mapping, I'm the master of mapping but you're dealing with Splines so you can blow it out your ass. :P

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Easy to load up?

I'm guessing you're not going for game art here because that is horrendously inefficient topology. It still looks nice, it just won't do much good outside of pretty static renders.

As for UV mapping, I'm the master of mapping but you're dealing with Splines so you can blow it out your ass. :P

Yeah I reallised that I couldnt get away with something that simple :lol: So went back to modelling like I usually do, I guess I got confused a little in regards to what games are is able to use properly. I have no experience with modelling for games but I'll get there, which is why Im working on it weapons first. Do you know any links or tips for UV seeing as your the UV master? XD Im re-modelling the gun, and doing it the proper way.

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looks high poly but low detail, which I mean if this is going into a game I would reckon that would be bad...

take this with a grain of salt, as I am not sure but my suggestions for the model are:

1. The handle looks very square, smooth, but square, try giving those flat surfaces a curve as Im pretty sure most revolver handles dont look like that...

2. The cylinder that contains the firing chambers is just an actual cylinder that you booleaned other cylinders out of, most revolver cylinder have those cool recessions that you can put a finger in and spin...

Revolvers.jpg

3. There is also a recession that hammer sits in, where as your model has none...

Also try actually rendering your object out I use clay render cause I like the way it looks, but Im sure maxx or someone else will come in and bitch about it...

For clay renders:

http://www.republicofcode.com/tutorials/3d...render_stealth/

(lol I wrote a whole step by step, but I decieded to go look for how other people did it, and I found this, first result, much more detailed + pictures, I feel like a twat)

Oh and for wireframes use that same technique but instead of putting different color mateials on your model use a "wire" material its a check box inside of the materials sub menu...

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Thanks Mute for your input! That model there looks fantastic! I've been tweaking the model and your advise is definitely going to be taken into account. I really appreciate the guidelines because if I want to make models for L4D I dont know what I guidelines I need to take into account, so you've fleshed out some modelling issues for me.

I've turbo smoothed some each part, and Ive been creating normal maps and diffuse maps for them and have a slight query. I always seem to get lost when on UV's (I need practice), so Ive come up with this trick that seems to be working. I go into max, and output the shadow maps which I then overlay onto my UV map, that way I get a depthy feel on all the polygons and an idea of which things is which. What do you think? If it makes no sense I'll post an image.

In regards to your model, it looks like you have great textures, correct me If im wrong but your screws on the main gun piece are textured on, while mine is modeled. That I assume adds to complexity which is of course a bad thing for me. So I'll try and follow suit. And in regards to clay render I usually do that to figure out how the light hits it, and its makes the image look quite nice aswell :P.

I think I'll look into how the gun is made and works to get a better feel of modelling the gun, as you mentioned the hammer and how it hits. Looking into the whole model on like a schematic for example is probably a good idea.

Thanks for your input man. I'll keep working on this.

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Though I did model a revolver recently that picture I posted their is an actual revolver

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Though I did model a revolver recently that picture I posted their is an actual revolver

LOL, woops! It looked like the screws were flattened. Would you mind posting your image in wireframe on here so I could get an idea of a good model / poly rate to work by? If not, I understand. However, it would make the concept of a "gaming quality" model way easier to gauge. Cheers Mute, and thanks for the reference.

-Alkatraz

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I have hot cocoa right now so... makes one Ill give you another hot cocoa for you too aru :3

EDIT: but heres a candy cane then, matches your colors. I dunno what I want, maybe manga? :/

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I made an Awesome .357 Colt Python once revolvers are easy....
I have hot cocoa right now so... makes one Ill give you another hot cocoa for you too aru :3

EDIT: but heres a candy cane then, matches your colors. I dunno what I want, maybe manga? :/

One of you is a bot.

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