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SESKILL
09-26-2005, 03:59 PM
Hello and thank you for your time. I am new to modeling and looking forward to learning as much as I can. I am so far having lots of fun. This is my second model without a tut. The first one I did was an H+K XM8 just to see if the tuts have helped. My goal is to someday get into the game industry. This pistol is not going into a game but I am hopefully modeling it as if it were. I am not going for accuracy as much as my technique so I am not worried if it isnt an exact replica. I am not sure what is correct and what isnt so all comments are welcome. Thank you.

http://img305.imageshack.us/img305/1508/wipelite032qb.png
http://img305.imageshack.us/img305/5319/wipelite069hz.png
http://img305.imageshack.us/img305/5371/wipelite058nk.png

PermaGrin
09-26-2005, 07:10 PM
I am not a gun nut, so I couldnt tell you how accurate it is or is not. It looks very nice to me. My only crit would be, since you state you are making this as if it were for a game, would be that your model has alot of polygons in areas where they are not needed. Needed as in, the texture could handle that area or maybe if doesnt need to be "that" rounded.

HellBoy
09-26-2005, 07:52 PM
Hi there

judging your gun, you wasted some polies, there's a high poly and a low poly, yours is in the middle. your slider (I think its called) the red part has that side area where lots of polies are located. I think you could cover that by using your bumps and texture

other than that its good wip

MarkD
09-27-2005, 01:17 PM
The million + polys you put into the raised detail on the sides could easisily be done with a well drawn texture, or texture/normal map. If I was an art lead and this was for a game I would kick the model back and tell you to take those out. If this is just for fun/practice then you need to push the lvl of detail on the other parts to match.

The barrel/inner most tube (blue) needs some detail. how do the bullets get into the tube? How do they exist the tube? If only the outer top part of the tube is going to be seen when the model is finished then you don't need to model the inside of the tube.

I'm not a gun expert but I think it looks good, there are just a few issues I would have if this was for a game =)

SESKILL
10-03-2005, 02:58 AM
Update:I lowered the poly count and decided I will practice texturing on this model. I havent textured anything yet so any and all advice is welcome. Thank you.

http://img366.imageshack.us/img366/8687/wipelite165cs.png
http://img366.imageshack.us/img366/6953/wipelite159xo.png

splintah
10-03-2005, 09:23 AM
2600 polis for a game ITEM ?

characters used to have that much polis two years ago or something


nice model
but way to many polis for a game

in my nonprofessional opinion

SESKILL
10-04-2005, 12:16 AM
I read that since the one side of a gun isnt visible ingame that side is not detailed. I did this and dropped my poly count. Not sure if this is what is done in professional games so let me know. All comments are welcome. Thank you.

http://img384.imageshack.us/img384/7850/wipelite188mc.png
http://img384.imageshack.us/img384/7779/wipelite193dy.png

requiem2d
10-04-2005, 05:18 AM
2600 polis for a game ITEM ?

characters used to have that much polis two years ago or something


nice model
but way to many polis for a game

in my nonprofessional opinion

That's fine for a game, most of which accept up to around 6000 polies for first-person weapons.

MarkD
10-04-2005, 02:43 PM
Looks great! the poly count is spot on for a FPS weapon of todays standards. Sure it would be pushing it if we where 3-5 years back in time. Or if we where talking about a dumpster or a mailbox. But it is an asset you will only see one of on the screen, it often needs to be more detailed than a character model and is normally the closest thing to the screen. 3000-6000 polys for a weapon/set of hands is not unreasonable. If you think about it, its almost the poly budget same for a 3rd person shooter (using todays tech). Models of yesterdays tech standards might land you a job in moblie gaming but it won't land you a job working on next gen / PC titles. I am not saying having an wasted polys is excusible, models for games should always be optimized.

With PC's being what they are and the next gen of consoles inches from everyones door steps, what you have here is fine. You have a little room for a nice set of hands. You don't need to do a set of hands unless you want to. It would be a good portfolio boost to have a set of weapons textured, rigged and posed in the first person view, if you where interested in going above and beyond.

Great work, I'm impressed =)

SESKILL
10-04-2005, 04:37 PM
Thanks for the comments.
MarkD: I didnt even think about making a set of hands but now that you mentioned it that is a great idea. I need all the practice I can get.

I havent even ventured into texturing and Im not sure if I have all the tools to do a really good job but of course Ill try anyway. Should I put the detail back on the right side of the gun since I can afford some more polys? Where is the best place for materials and other texture stuff or is the stock 3dmax7 mats fine.

SESKILL
10-13-2005, 05:19 AM
Update:Since I can afford more polys I put the detail back on the right side of the gun. Optimising and finishing up the modeling. All comments welcome. Any and all advice would be appreciated. Especially for texturing. Thank you.

http://img363.imageshack.us/img363/163/wipelite211gv.png
http://img363.imageshack.us/img363/7899/wipeliterend23da.png

==NoMercy==
10-16-2005, 04:41 PM
Actually for Doom3 that would be just right for the first person view model, the characters are around 4500 polys

requiem2d
10-16-2005, 05:04 PM
Thanks for the comments.
MarkD: I didnt even think about making a set of hands but now that you mentioned it that is a great idea. I need all the practice I can get.

I havent even ventured into texturing and Im not sure if I have all the tools to do a really good job but of course Ill try anyway. Should I put the detail back on the right side of the gun since I can afford some more polys? Where is the best place for materials and other texture stuff or is the stock 3dmax7 mats fine.


SESKILL,

I recommend you unwrap that model and texture it yourself. Here is a video tut demonstrating unwrapping specifically for guns: http://www.sourceblog.net/jaboo/uvmapping%20tut.rar . Here you'll find some texturing tips: http://www.sourceblog.net/page.php?file=/tuts/skin/Text/textskin . Keep up the good work and keep us posted :D

PS: Cherry Hill, NC?

SESKILL
10-17-2005, 03:09 PM
Thanks PR. I have been looking for a tut just for guns for a while. I have been messing around with unwrapping but had no idea if I was doing any of it right. I am in Cherry Hill, NJ.
Do you have family or friends in the US?

Edit: Is PR for the Project Reality mod for BF2. If so I downloaded the mod like 2-3 weeks ago but just havent played it cause I cant find any servers running it that have anyone playing.

SESKILL
10-24-2005, 03:17 AM
Started unwrapping the model. A lot tougher than I thought but I am figuring it out. I am having a hard time on the rear sight. Any and all comments welcome.
Thanks for the tuts [PR]. They are helping a lot.

http://img424.imageshack.us/img424/9646/wipelite223gg.png
http://img424.imageshack.us/img424/5800/wipelite234pp.png
http://img424.imageshack.us/img424/6385/wipelite241vg.png
http://img424.imageshack.us/img424/6796/uvmap9zg.png
http://img424.imageshack.us/img424/6976/texport017hr.png

SESKILL
01-03-2006, 03:21 AM
I havent updated in a while cause the unwrapping of the beretta was a lot harder than expected so I modeled a USP COMPACT and started unwrapping it. The geometry on the usp seems easier to work with than on the elite. What are issues with the red overlapping shown on the textporter when texturing and why does the textporter seem pixelated in some areas? Unwrapping is not finished on the slide which is all I attempted so far. All crits welcome on modeling and unwrapping but try and focus on the unwrapping. Thank you.

http://img385.imageshack.us/img385/2284/usprender74th.png
http://img385.imageshack.us/img385/5403/uvw27jp.png
http://img385.imageshack.us/img385/9287/uvw31oh.png
http://img385.imageshack.us/img385/2938/uvw40dw.png

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