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created Smith & Wesson 360 AirLite .357 Magnum
on 08-05-2009 08:36 AM
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, polygon,
572 Posts,
Join Date Dec 2008,
Location Milan, Italy
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Modelled to the Last Details!! Incredible.
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, spline,
167 Posts,
Join Date Aug 2009,
Location Canada
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Some of the fine details you captured in the mesh look awesome! Can't wait to see it with all the textures on it. 
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, spline,
131 Posts,
Join Date Feb 2009,
Location Freeport, IL
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That's some nice looking modeling buddy. Looking forward to the textures.
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i want to shoot it
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, vertex,
48 Posts,
Join Date Jul 2009,
Location Pittsburgh pa
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Good detail very nice
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, spline,
157 Posts,
Join Date Oct 2008,
Location Phoenix
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Awesome stuff man. Very clean.
I'm trying to improve my high poly skills by working on weapons. How do you go about modeling details like the grip on the hammer and release latch? Is it simple clone and and attach?
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, triangle,
343 Posts,
Join Date May 2009,
Location Pittsburgh
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Is that a snub nose? My gun knowledge is poor but the modelling is good!! Awaiting updates 
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, polycounter,
1,223 Posts,
Join Date Apr 2008,
Location Leeds, England
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wow incredible that you modeled those details!
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, polygon,
580 Posts,
Join Date Jan 2007,
Location Oklahoma, USA
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Looks like you even bored the barrel. Great detail. I don't like the actual realworld design of the gun (looks too stubby) and I don't like the design of this but, that just proves you captured it perfectly ;)
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, line,
95 Posts,
Join Date Aug 2009,
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hot damn!
nice detailing
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, spline,
134 Posts,
Join Date Jul 2009,
Location The writhing south
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Thank you guys, I tried to reproduce every detail just for practice, I'm quite sure no one would do this in a studio, since it requires a lot of time. Shame on me because I still cannot texture, it's one of the think I'd like to practice in Polycount's Workshops. Any good tutorial about texturing this kind of object for a newbie is very welcome. To add shame to shame, I've never done a full high to low poly normal bake, so can't tell if the model as it looks now could have issues while baking. I read it's not so good to have very sharp edges as they're now. If you have any idea about it, I'd like to hear.
Need to mention I made good use of information and help got in the static thread " How u model dem shapes? Hands-on mini-tuts for mechanical sub-d". Thank you.
@ sXe Seany: The hammer grip has been done by modeling the hammer clean in first place, then I created a hexagonal grid by duplicating and snapping simple hexagon shapes. Then used the QuickSlice (in 3ds Max) to cut the base surface by triangles. Moved the center of hexagons up to shape the pyramids, then a lot of cleanup by hand removing unnecessary edges and vertexes around the grip and adding necessary cut lines in the hammer to avoid pinching and stretching. Last passage is done by chamfering all the grip to retain shape while smoothing.
The release latch is done by creating the global shape and an array of small pyramids apart. The array is bended by a modifier and placed in the right position and orientation. I think I used some kind of boolean operator to cut the grip by the base and the base by the grip. Then again a lot of cleanup by hand by removing unneeded edges and vertexes and adding cuts all around the base to support the shape. Chamfer is again last step.
Add to these a lot of time and sweat :)
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, polygon,
572 Posts,
Join Date Dec 2008,
Location Milan, Italy
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Nice stuff!
Dirty Harry anyone?
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, triangle,
349 Posts,
Join Date May 2007,
Location Sao Paulo
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Bandit - Who's "we" sucker!?
Eastwood - Smith, Wesson and me!
Too cool :D
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, polygon,
572 Posts,
Join Date Dec 2008,
Location Milan, Italy
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Really nice work.
I love the compact-yet-powerful feeling of the first render, great choice of angle.
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, polygon,
668 Posts,
Join Date Dec 2004,
Location Malmφ, Sweden
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Thanks for taking the time to post an explanation. That will help me out a lot.
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, triangle,
343 Posts,
Join Date May 2009,
Location Pittsburgh
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I'm considering to work on the low poly model, but I lack information. I'd like to know from your experience what's a common target poly count for a weapon like this in a first person shooter game (say UT3 et similia), and what's a reasonable texture size to go for. Thanks.
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, polygon,
572 Posts,
Join Date Dec 2008,
Location Milan, Italy
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jesus christ.
fuckign awesome. i got tired just looking at that gun. damn.
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I'm seeing that weapons in UT3 range from about 4000 to 12000 triangles for the 1st-person models, and about a third of that for third-person. Also, the texture maps for the guns are mostly brought in at 2048. So there are some numbers to work with if you want to go by UT3 standards.
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, spline,
117 Posts,
Join Date Aug 2009,
Location Charleston, SC
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Thanks Pedro, I'm really glad you like it, but it's just a (useless) high poly model. Do you have any clue about low poly counts? I'm working on the cylinder and it's still around 1.5K tris... Does it make sense?
As an aside, do you know when next workshop is going to start?
Notified while replying 
Thanks Axios, it starts to make some sense, I guess I'll go for an intermediate poly count as this gun isn't as complex as those crazy UT3 weapons, it reminds me more of Doom II times. I guess texture size for 3rd person weapons model could be 512x512.
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, polygon,
572 Posts,
Join Date Dec 2008,
Location Milan, Italy
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