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Scripts18

Musket

30 posts in this topic

French Cavalry Flintlock Carbine (1777 / An IX )

1567 Polys not UV Unwrapped or animated

LowMusket01.png

LowMusket02.png

LowMusket03.png

Edited by Scripts18

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Yes.

I've always thought a musket would be good in NMRIH, will you be adding a bayonet to it to up its usefulness?

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Yes.

I've always thought a musket would be good in NMRIH, will you be adding a bayonet to it to up its usefulness?

Lol could try to

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XD this looks like it would be a fun weapon to use, as you only have 1 shot and the reload takes ages, if it had a bayonet on it, would make perfect sense :D nice work!

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XD this looks like it would be a fun weapon to use, as you only have 1 shot and the reload takes ages, if it had a bayonet on it, would make perfect sense :D nice work!

I guess I will add a bayonette, well I will do the Fusil Charleville 1777 modifié an IX (almost the same but can have a bayonette, its like the modified version of that gun)

EDIT3: I just noticed I forgot some stuff on my musket, fixing now

Here how it should have looked at first (other one looked like a sniper lol)

1597 polys

Musket01.png

Edited by Scripts18

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Could be seen in a museum? That would be cool or in a old house

British Light Dragoon (Cavalry) Pistol (Not Yet Finished too but thats 1051 polys there)

Pirate01.png

Pirate02.png

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Your topology looks decent but you should start rounding out components and adding additional edge loops to ease on smoothing. speaking of which, oh yeah you use Maya you don't have smoothing groups...

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Your topology looks decent but you should start rounding out components and adding additional edge loops to ease on smoothing. speaking of which, oh yeah you use Maya you don't have smoothing groups...

Doing Normals > soften edge and then applying the texture works well (wont be square like any more)

btw whats the max polys for a gun?

Heres an example with the musket (didnt add any polys) :

Musket02.png

Edited by Scripts18

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The smoothing looks much nicer but it will still look rough, low poly in the general roundness of the stock etc. If you were using Max I'd say just Swift Loop it.

Max polies for a gun I'd say is about 5,000-6,000 tris. That is super high, though. Would be for something incredibly complex or very rounded/organic. Remember the hands get included on top of that and our hand models I think are a total of 3,000 or 4,000? I don't remember.

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I'd love for this to make its way ingame, it wouldn't be that hard for it to fit in storywise:

Found in pawn shops, old Antiques in peoples houses/in the back of a Gunshop as part of the owners collection/rarities or something.

Also, im starting to try and learn a bit of Maya, WHY DO YOU HATE MAYA MAXX.

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Maya is > than Max (Tried both) XD

But yea of course I can add edge loops , wasnt sure how many polys I could put.

Also the musket was my 3rd model ever (I had made one 15 000 polys, then made a version with less polys for games) , still learning to use Maya

Btw @Maxx so I could basicly increase the number of polys by at least the double (since its 1591 polys) to make it better, right?

Edited by Scripts18

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Well don't add polygons for the sake of adding them. Only add them if they are in fact making it look better. But yeah, you could effectively double that. Is that number you posted in triangles or polygons?

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Well don't add polygons for the sake of adding them. Only add them if they are in fact making it look better. But yeah, you could effectively double that. Is that number you posted in triangles or polygons?

Yea I mean adding them only to make it look better lol(Maybe not double the poly count , lol 1500 new polys thats alot) , yea the number is polygons

What you suggest that I make more soft?

Edited by Scripts18

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Most notably the wood stock. Round it out nice and smooth because you're going to want it to look obviously natural, but when light hits it you want it to react naturally. Source uses Vertex-based lighting so theoretically speaking the more vertex information you have the better light and shadow you will receive.

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The wood stock on the musket (not the pistol) isnt round enough?

EDIT: I was sure it was good like it was... so wondering if it is or not

Edited by Scripts18

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I'd need to see bigger renders and/or wireframes.

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I still think you can afford to strengthen the curvature of the stock, round it out more.

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Do you mean the like that? (thats made just rly fast, to ask if you meant that part):

Musket_stock2.png

Edited by Scripts18

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