Lt_Gravity
May 5 2005, 12:08 PM
a little test model created on a cad system. the missing "detail render" option is a problem but well...

btw: this model was create from scratch without reference in about 2 hours.
nogoodnickname
May 5 2005, 01:20 PM
yeah
CoolCookieCooks
May 5 2005, 01:22 PM
| QUOTE (nogoodnickname @ May 5 2005, 01:20 PM) |
| yeah |
uhh whats the point in that post....
Looks good Lt.Gravity, but im not keen on that scope
Lt_Gravity
May 5 2005, 02:33 PM
its just a concept Im working on. I admit that the "scope" is pretty much inspired by the tau weapons seen in the warhammer 40k game "firewarrior". its more like an electronic aiming device.
the problem with the render is that one hardly can make out most of the details.
besides that: Im mapper, not a modeller. but you learn new things every day
HellspawnUK
May 5 2005, 06:02 PM
If you can convert the file for use in Maya or Milkshape I'll render it for you
nogoodnickname
May 5 2005, 07:06 PM
| QUOTE (CoolCookieCooks @ May 5 2005, 08:22 AM) |
| QUOTE (nogoodnickname @ May 5 2005, 01:20 PM) | | yeah |
uhh whats the point in that post....
Looks good Lt.Gravity, but im not keen on that scope
|
it means i like it as CS:S m4a1
Ratonetwothreetwoone
May 5 2005, 09:40 PM
| QUOTE (nogoodnickname @ May 5 2005, 02:06 PM) |
| QUOTE (CoolCookieCooks @ May 5 2005, 08:22 AM) | | QUOTE (nogoodnickname @ May 5 2005, 01:20 PM) | | yeah |
uhh whats the point in that post....
Looks good Lt.Gravity, but im not keen on that scope
|
it means i like it as CS:S m4a1
|
duh c3.. that was so obvious... gosh..
Kardoffel
May 5 2005, 11:02 PM
The Scope reminds me of the Halo rifle and i like it, dont think you should change it.
But in my opinion the mag is a bit to straight and long. maybe shorten it to the size of a M16 mag.
Lt_Gravity
May 6 2005, 05:17 AM
like I said its just a test model atm.
the mag is the worst part, I agree

the butstock isnt nice, either but I like the front part and even the receiver. what you cant see on this picture are the venting holes on top of the gas reduction system and the detailed rail to fix the scope. after creating this screenshot I realized that I forgot the bolt lever .
thank you for the nice replies. hellspawn I will contact you when I have a more detailed version. what filetypes do you work with? although I think it really doesnt matter because I can export/convert it to nearly every format on this planet
HellspawnUK
May 6 2005, 01:50 PM
.obj .3ds .ms3d .mb , any of those will do really, preferably .obj
Chrono
May 6 2005, 01:53 PM
it seems quite high poly tho with all the rounded edges

i personaly like the scope design
Lt_Gravity
May 6 2005, 02:36 PM
| QUOTE (Chrono @ May 6 2005, 08:53 AM) |
it seems quite high poly tho with all the rounded edges i personaly like the scope design |
I really should change all the rounded edges to chamfers so the polycount wont raise to 20.000

scope design? I wont call it "design". its just an "accident" atm. but... I think some wires would fit there perfectly. *niahahahahahahaha* I will try to create some screenshots with higher resolution next time.
Lt_Gravity
May 8 2005, 12:52 PM
thats as good as it gets. if anybody knows a nice render configuration for gmax: feel free to contact me. but I havent found out about anything like that atm.
changed 50% of the rounded edges to chamfers reworked all parts f the weapon, changed the buttstock, added the front rail for additional equipment, made the trigger area wider and added some small details such as buttstock and mag release lever. going to detail the scope atm.
polycount is little bit high, about 4500 but I really dont know where I should use it so I guess its pretty much unimportant atm.
nogoodnickname
May 8 2005, 01:05 PM
4500 polies high? lol. looks good now. why did u removed that cool scope ehh?
Lt_Gravity
May 8 2005, 03:24 PM
4500 is pretty high or am I wrong? but the polycount can be "adjusted" by using differet export settings on the rounded surfaces. thats what all the modellers would like to have
you asking what happened to the scope?
| QUOTE (Lt Gravity) |
| going to detail the scope atm. |
edit:
deleted the text I wrote here because... well... I was "finished" it too soon


added more detailed scope, betamag, bipod, silencer. the rendermode nearly drops all the details on the weapons body so it looks pretty flat on the screens
CoolCookieCooks
May 8 2005, 03:46 PM
you should be aiming at roughly half that polycount for the final thing, but now that you mention you want a drummag and stand, those contain cylinders so, it should be under 3000 for all of it
xxReconzxx
May 9 2005, 07:34 AM
That looks pretty cool, what gun is this for, lmg or hmg?
Lt_Gravity
May 9 2005, 02:10 PM
| QUOTE (coolcokiecooks) |
| you should be aiming at roughly half that polycount for the final thing, but now that you mention you want a drummag and stand, those contain cylinders so, it should be under 3000 for all of it |
thats the part of optimizing Im working atm. one of the main problems is the use of many rounded edges and I will have to replace some more of them to simple chamfers.
to be honest: I dont like the bipod like it is atm. this part of the weapon will be changed aswell as the rear of the scope (looks too funny). and I dont like the betamag too much, thats why I prefer the normal mag. and the silencer... well, ...
| QUOTE (xxReconzxx) |
| That looks pretty cool, what gun is this for, lmg or hmg? |
I really dont know. original it wasnt suppossed to be a ns model. but it could be used for both:
lmg - standart mag and a small aimpoint
hmg - betamag, bipod and big scope (like in the picture just without the silncer)
but Im neither a skinmesher nor a skinner so this would be part xxx of "I want someone else to help but it do take longr than I ever would have exspected"
Lt_Gravity
May 19 2005, 04:32 PM

and another one. I didnt want to create a new thread so...
this time is a concept of a fullautomatic handgun. one of the problems is the scaling, I dont know if it would fit in "reality" till I managed to create a 1:1 hand reference.
and the rendered images still look like crap. any ideas how to solve this problem?
nogoodnickname
May 21 2005, 03:14 PM
nice
Thatamos
May 21 2005, 04:26 PM
First thing you should work on is that magazine. The magazine just looks way to square IMO.
Lt_Gravity
May 21 2005, 05:28 PM
its still wip. cant you tell from this screenshot? missing trigger, weird foregrip, the mag placeholder
Drfuzzy
May 22 2005, 11:18 PM
I love the rifle, remove the bipod and you got a winner

As for the smg, I dunno. Maybe add some rails to it and other small goodies that make a model look slick. Maybe more of a p90 style grip would look better too, I'm not too keen on the one you got now. A cool idea for a clip would be kinda like the laptop gun in perfect dark, have the clip drop out of the foregrip and you slide it out, pop new one in and slap it back up into the grip.
StarStarGrizzly
May 22 2005, 11:53 PM
cut off the back of that handgun, have it stop at the grip. It would be freaking aweseom
Lt_Gravity
May 26 2005, 03:52 PM
whats so bad about the back of the weapon? it is NOT suppossed to be a pistol, more like an extreme small smg. the idea is based on the vp70 handgun. I admit that I took some measurements off my P90, too

atm I dont like the flatness of the body. I would like to use some curves instead of plain sollids but thats kinda tricky to do.
Owen1
May 26 2005, 04:50 PM
i do like the rifle you did with the bipod... the scope seems to bug me a little though. Maybe if it was a holograph projection thingy or something (Similar to a holosight) then it might really set it off
Lt_Gravity
May 27 2005, 10:56 AM
I just try to find out how to render it in a decent way. I dont have a clue because Im not a modeller.
I wont have any problems in releasing versions for every tastesince removing/adding stuff is pretty simple. but personally I dont like the bipod. I will change it to something more future looking. something like the g36 bipod.
Owen1
May 27 2005, 11:57 AM
it's only good if it has the G36 rail...
ANGEL1
May 27 2005, 04:51 PM
I like that one, would be nice if that was in the game

.
It would be like this.....

I mean the rifle, but the hand gun looks interesting!
Lt_Gravity
May 28 2005, 03:27 PM
finally found my old max cd.
3 different version atm:
R12A1-Raid (support)
--------------
- Betamag
- Bipod
- ESS (Electronic Sight System) mounted on standart TAC-rail
R12A1-SD (spec ops)
------------
- Silencer
- standart iron sight (no electrical emission

)
R12A1-C (carbine)
----------
- shorter barrel
- no buttstock
- standart iron sight
- TAC-rail underneath handguard

dont complain on the image, the export file wasnt clean enough so I got some rough edges and some wierd looking areas in the final models.
HellspawnUK
May 28 2005, 03:35 PM
I like the short SMG like one, looks REALLY cool.
The tripod one looks pretty good as well, but I'm still a little unsure about the scope myself...
The standard one aint bad either
Good work on all of them, hope to see more
Lt_Gravity
May 28 2005, 07:00 PM
like I said in our clans forum:
I pretty surprised how the models came out after rendering them in max. because I didnt liked the carbine version too much. it just looked to clumsy after I exported it. but the result is exactly the other way round.
but I will take some more time to work out some details on the "big babies".
shure, the "scope" is not everyones taste. but its more like a "enemy detecting device" than a scope actually.
but the best part of all: I created a nice and clena base for further equipment.
what I might do:
- a decent scope
- a sniper barrel that comes along with the scope
- an alternate buttstock
- flashlight
dunno. what else?
Lt_Gravity
May 28 2005, 07:00 PM
f****** browser...
ANGEL1
May 29 2005, 12:52 AM
What can i say? i like it
i have no beef with it!
xxReconzxx
May 29 2005, 03:32 AM
Very nice, hows the progress going?
Lt_Gravity
May 29 2005, 11:49 AM
omg, the possibilities to alter the model is just sick.
however, here is the "precision rifle":
- longer heavier barrel
- scope
- bipod
N_Recoup
May 29 2005, 01:44 PM
Oh yeah!
Make it an HMG! I need a model for that. That is just hardcore right there.
HellspawnUK
May 29 2005, 02:06 PM
Can we have a list of PCs please, one for each model.
Lt_Gravity
May 29 2005, 03:48 PM
pretty high atm:
R12A1-SD -> 4444 Polies
R12A1-Raid -> 5318 Polies
R12A1-C -> 3668 Polies
R12A1-HB -> 7254 Polies
but I didnt removed the "invisible faces" yet.
the polycount could easily be optimized by simplyfiing the models and playing around with export settings.
btw:
- changed the grip to a more oval style but the result is a weird looking surface (all versions)
- changed the handguard so it doesnt look poor (all versions except carbine)
and know what? this modular system is sowhat cool, I could play around with it a day long:

(R12A1-C with silencer and scope)
Thatamos
May 29 2005, 05:08 PM
Can you :
A: Make a full pack
B: Make an LMG model and/or Pistol model
xxReconzxx
May 30 2005, 05:29 AM
There are no good hmgs, so i have to stick with the default one...... in till these models you are making are done.

Very impressive i must say, i'm no good with making anything.
Kaine
May 30 2005, 11:15 AM
if you really get stuck, send em my way and i should be able to do something about the polycounts without losing too much detail. poly-by-poly for the win.
Night_Eagle
May 30 2005, 06:18 PM
| QUOTE (xxReconzxx @ May 29 2005, 10:29 PM) |
There are no good hmgs, so i have to stick with the default one...... in till these models you are making are done. 
Very impressive i must say, i'm no good with making anything. |
Have you looked up Brigaider Wolf's HMG?
It is my favorite.
Lt_Gravity
May 31 2005, 05:54 PM
Im currently working on a belt for the rifle. it will be pretty tough to create a working, customizable one so you easily can fit it to the rendered scene. thats something noone ever tried before to my knowledge.
and I finished the concept for a mine

any ideas how I get rit of the boxy look of thie cylinders?
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