My first ever model.

My first ever model.

Re: My first ever model. Posted by KoRnFlakes on Fri Dec 16th 2005 at 8:19pm
KoRnFlakes
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Posted 2005-12-16 8:19pm
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It isnt finished as of yet, but it's almost done. Just thought I might aswell post something in here, 't has been a while.
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Re: My first ever model. Posted by ReNo on Fri Dec 16th 2005 at 8:24pm
ReNo
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Posted 2005-12-16 8:24pm
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Hey man, that's really good! Come on a whole long way since I last saw
it. What sort of polycount are we talking about? I can't quite
remember, but does milkshape have the ability to put a wireframe
overlay onto the shaded model? If so post it up, and people can see if
there are suggestions to make about the poly layout.
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Re: My first ever model. Posted by KoRnFlakes on Fri Dec 16th 2005 at 8:28pm
KoRnFlakes
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Posted 2005-12-16 8:28pm
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Unfortunately not, "Triangles: 1588" my goal is to end under 2000 (which I understand is acceptable)
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Re: My first ever model. Posted by French Toast on Fri Dec 16th 2005 at 9:07pm
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It vageuly reminds me of a horse...
Re: My first ever model. Posted by Underdog on Fri Dec 16th 2005 at 9:33pm
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Posted 2005-12-16 9:33pm
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Looks more like a combat shotgun to me, although, shotguns are against the rules to my knowledge so I never understood the reference.

Whether its modeled after a real weapon or not it looks awesome.
There is no history until something happens, then there is.
Re: My first ever model. Posted by Captain P on Fri Dec 16th 2005 at 10:44pm
Captain P
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Posted 2005-12-16 10:44pm
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Looks good man. I like it. Though at the back, the transition between
the sides of the grip and the back of it is somewhat harsh. Bad smooth
group usage, I assume. Other than that, nice. :smile:
Create-ivity - a game development blog
Re: My first ever model. Posted by Addicted to Morphine on Fri Dec 16th 2005 at 10:53pm
Posted 2005-12-16 10:53pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Looks pretty good. I recognized it as a combat shotgun, and the
ony thing that looked kind of weird is where that thing on top of the
shotgun connects to the main part of the gun. I don't know what
it's supposed to look like in real life but I get the feeling it would
just fall off :smile:
Re: My first ever model. Posted by French Toast on Fri Dec 16th 2005 at 10:57pm
French Toast
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Posted 2005-12-16 10:57pm
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'Tis a SPAS-12 methinks.

Anyhoo, good stuff, but some of the smoothing groups could be improved as noted by Cpt. P.

Ahaa! It is a SPAS 12.
Re: My first ever model. Posted by pepper on Sat Dec 17th 2005 at 10:47am
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Posted 2005-12-17 10:47am
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To have a wireframe overlay in milkshape:

right mouse click in the viewport - wireframe overlay

tadaa, a wireframe overlay!

Looking good there for a first weapon, i can clearly make out its the SPAS-12. Probably modeled after that tutorial? It's written by a guy named M@ty.
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Re: My first ever model. Posted by KoRnFlakes on Sat Dec 17th 2005 at 2:06pm
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Posted 2005-12-17 2:06pm
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User posted image ta pepp.
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Re: My first ever model. Posted by ReNo on Sat Dec 17th 2005 at 2:25pm
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Posted 2005-12-17 2:25pm
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Looks like there is a fair amount of unnecessary triangles used on the
underside of the front handle, though they are giving it some "shape" I
suppose so perhaps they serve enough purpose. I guess it depends on the
purpose of the gun really, world model or view model.
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Re: My first ever model. Posted by OtZman on Sat Dec 17th 2005 at 2:59pm
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Posted 2005-12-17 2:59pm
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Looks good, especially for a first model. Keep the good work up. :smile:
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Re: My first ever model. Posted by Captain P on Sat Dec 17th 2005 at 10:28pm
Captain P
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Posted 2005-12-17 10:28pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I'd say, the back (stock?) of the gun has too many faces (the
transition is a double layer, while it's not that smooth in the end so
could well do with just one layer). Some other parts could use more
polygons, like the grip's outlining.

Other than that, I think it's fine.
Create-ivity - a game development blog
Re: My first ever model. Posted by HazardGameR^ on Wed Dec 21st 2005 at 9:08pm
HazardGameR^
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Posted 2005-12-21 9:08pm
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The barrel (shooting-out-cylinder-thing) should be much longer and a little thicker, and the loading-grip (or what ever it's called in american) shouldn't have that horibble edge (The part of the loading-grip that's closet to the trigger.)
Also, the loading-grip grip looks so smooth that it would slip if if your hands were just slightly sweaty (wich they probably are in combat :razz: ). You could try to make them look rougher by making some leaks round leaks in them, but since that would cost too many polys, you could try to make them on the texture, and hope that noone notices :razz: .

BUT it looks hell good, I would never be able to make such a thing, even if i started modelling :razz: just some critic!

Oh, and try to make some bolts on that folding stock, so that it looks like that it's actually attached to the shotgun, and not like it would fall off like addicted to morphine said.
Re: My first ever model. Posted by Myrk- on Thu Dec 22nd 2005 at 2:43pm
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Spas 12?
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Re: My first ever model. Posted by Underdog on Thu Dec 22nd 2005 at 3:24pm
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Posted 2005-12-22 3:24pm
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Myrk- said:
Spas 12?
Page 1?

:wink:
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Re: My first ever model. Posted by parakeet on Sat Dec 24th 2005 at 4:51pm
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Posted 2005-12-24 4:51pm
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oh i was confused XP , its all one page to me ^___^

i've recently been trying out deviantart to post my modeling ..

www.arvash.deviantart.com
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Re: My first ever model. Posted by KoRnFlakes on Sun Dec 25th 2005 at 7:12pm
KoRnFlakes
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Posted 2005-12-25 7:12pm
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Merry christmas btw.
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Re: My first ever model. Posted by Captain P on Sun Dec 25th 2005 at 8:38pm
Captain P
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Posted 2005-12-25 8:38pm
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Merry christmas!

You should work on your smoothing groups. Those holes in the stock (?) on the left side look bad with the current shading.
Create-ivity - a game development blog
Re: My first ever model. Posted by KoRnFlakes on Sun Dec 25th 2005 at 9:48pm
KoRnFlakes
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Posted 2005-12-25 9:48pm
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I would if I knew how mate. I spent ages trying to find smoothing group
tuts, all I found was broken or basically just tought me to assign a
number. nothing more. (this is the result)
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Re: My first ever model. Posted by Orpheus on Sun Dec 25th 2005 at 9:56pm
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Posted 2005-12-25 9:56pm
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/me is envious. Nice job.

The best things in life, aren't things.
Re: My first ever model. Posted by Captain P on Sun Dec 25th 2005 at 11:36pm
Captain P
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Posted 2005-12-25 11:36pm
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Smoothing groups are quite easy, once you know where to look. :wink:

In Milkshape's Groups tab, there's a section called Smoothing Groups,
just below the Group section. Click the Assign button here, and
whenever you click on one of the numbered buttons, the selected faces
will be put into that smoothing group. The rest is pretty
self-explanatory, I assume. Have fun with them. :smile:
Create-ivity - a game development blog
Re: My first ever model. Posted by KoRnFlakes on Thu Dec 29th 2005 at 2:31pm
KoRnFlakes
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Posted 2005-12-29 2:31pm
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with minor knowledge of smoothing groups now, I still couldnt sort out
the handle>body back transition, but other than that I think I got
it.
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Re: My first ever model. Posted by ReNo on Thu Dec 29th 2005 at 2:32pm
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Posted 2005-12-29 2:32pm
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Re: My first ever model. Posted by Orpheus on Thu Dec 29th 2005 at 3:01pm
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Posted 2005-12-29 3:01pm
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I have a question so please excuse my ignorance.

Will this model be a functional one, such as a weapon one carries and fires, or one that is in a gun rack on display?

I am curious because I wonder how the two model types differ from one another in a game, and in the creation prcesses.

The best things in life, aren't things.
Re: My first ever model. Posted by French Toast on Thu Dec 29th 2005 at 3:26pm
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Posted 2005-12-29 3:26pm
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I think to make a gun usable, you have to create a higher poly gun, animate it and make sounds for it.

A gun rack gun though, you simply make a lower poly model, and put it with a rack.
Re: My first ever model. Posted by KoRnFlakes on Thu Dec 29th 2005 at 4:17pm
KoRnFlakes
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Posted 2005-12-29 4:17pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
fingers crossed it will be functional, once it's finished & skinned
and such you have to make several versions of it (low poly for
rack/floor dropped) a high poly with bits cut off where you cant see
them etc etc.

just gotta find a tutorial for skinning via milkshape, uv mapping I
think it's called. But i'm struggling to find anything at all.
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Re: My first ever model. Posted by ReNo on Thu Dec 29th 2005 at 4:25pm
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Posted 2005-12-29 4:25pm
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Milkshape is really pretty poor for UV mapping - I'd recommend getting
a third party tool such as
[url=http://files.seriouszone.com/download.php?fileid=198]LithUnwrap[url]
to make the job a bit easier. Still time consuming and boring though :sad:
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Re: My first ever model. Posted by KoRnFlakes on Thu Dec 29th 2005 at 4:36pm
KoRnFlakes
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Posted 2005-12-29 4:36pm
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cheers, just gotta figure out how this works now heh.
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Re: My first ever model. Posted by fishy on Thu Dec 29th 2005 at 4:59pm
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Posted 2005-12-29 4:59pm
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Orph, the actual gun would be made much the same way whether it's for use, or for show. At least for the old engine it would have been, and i don't think that too much has changed.

It was only a matter of decompling the original model and opening it's reference smd (it holds all the bones/polys) in your model editor. Then you import the polys of your new model, placing it in the exact same position as the original. Delete the original polys, and save as a new reference. Compile this, and you get a new model that should work as well as the original.

V_models, the ones that you see in your hands, are different from the models that you see in other peoples hands (P_models), and are normally optimized by removing any poly that won't be seen be you. W_models, those normally seen lying around were 20-30% bigger, because, for some reason, they look too small when they are the same size as p_models.
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Re: My first ever model. Posted by KoRnFlakes on Thu Dec 29th 2005 at 6:00pm
KoRnFlakes
1125 posts
Posted 2005-12-29 6:00pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
what size is the skin image file for hl2 models? and does anyone have one I could look at? (for a v_ weapon)
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Re: My first ever model. Posted by ReNo on Thu Dec 29th 2005 at 6:55pm
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Posted 2005-12-29 6:55pm
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Have a search on google for some tutorials. I found this link that lists a few...

http://www.members.lycos.nl/jonim8or/tutorials.html
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Re: My first ever model. Posted by KoRnFlakes on Tue Jan 17th 2006 at 3:55pm
KoRnFlakes
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Posted 2006-01-17 3:55pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
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almost finished uv mapping. gotta start painting the skin soon :S
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Re: My first ever model. Posted by Gwil on Tue Jan 17th 2006 at 4:03pm
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For a minute I thought that was the skin, but it makes sense now :razz:
Looking good though mate, can't believe you tackled a shotgun as your
first project!

A more daring and motivated man than I ever will be :wink:
Re: My first ever model. Posted by ReNo on Tue Jan 17th 2006 at 6:08pm
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Looks pretty even and has minimal distortion (top curve of the back
section looks a bit stretched, but perfectly acceptable), looking
forward to seeing the paint job :wink:
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Re: My first ever model. Posted by parakeet on Wed Jan 18th 2006 at 1:50am
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wow... somehow i like.. doubt this is his first model :razz: . Korn yeh're gonna be ... a master.. :razz: .. *if you keep it up :razz: * nIce job ;D. i have yet to break out of the high poly stuff.. which looks good no matter how bad you do ;P
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Re: My first ever model. Posted by KoRnFlakes on Wed Jan 18th 2006 at 10:02am
KoRnFlakes
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Posted 2006-01-18 10:02am
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ta for that.

<a href="http://www.snarkpit.net/pits/kornflakes/misc/spas_uv.jpg" target="_blank">User posted image</a>

pretty much done, I have at least got everything to fit in with each
other. just gotta adjust a few bits ' bobs if they look stretched.

<a href="http://www.snarkpit.net/pits/kornflakes/misc/spas_uvwireframe.jpg" target="_blank">User posted image</a>

and there it is with that uv map on it.

Edit: i've a few questions.

Are the skin files for hl2 weapons 1024? that's what I made mine

What file type are they?

Do I need to do anything specifically now? in case it hinders me later on in the process of getting it in game.

Are there any tutorials on how to actually finish off the model & get it into hl2?
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