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TrueBlue
12-17-2006, 04:16 AM
[Work In Progress...]

Hiya,

I'm polymodelling a hunting rifle in 3dsmax 6, hoping to test it out in a minor HL2/Source mod. I decided to post it here to get some tips, suggestions and constructive criticism.

I'm new to all of this - 3dsmax, polymodelling, and game modding. I have also no knowledge in hunting or rifles, but I did some quick research for reference pics and decided to model this rifle according to the Ruger M77 Mark II:
http://www.ruger-firearms.com/Firearms/FAProdView?model=17858&return=Y

Seeing as this is for a game, I'm trying not to splurge out on polys everywhere. It also helps to keep it simple as possible then adding the detail later on. But right now I'm thinking it's too low on polys if anything :S. Some areas of the model can be improved as I have made them look a bit messy, I'm just not too sure how/where I can improve them.

Please view my screenies below and feel free to comment - as I said I'm new to all of this so I would really appreciate any advice or help, if you can.

http://img244.imageshack.us/img244/9696/rifle1ix7.th.jpg (http://img244.imageshack.us/my.php?image=rifle1ix7.jpg)
http://img244.imageshack.us/img244/5061/rifle2jx7.th.jpg (http://img244.imageshack.us/my.php?image=rifle2jx7.jpg)
http://img244.imageshack.us/img244/6411/rifle3wr8.th.jpg (http://img244.imageshack.us/my.php?image=rifle3wr8.jpg)
http://img244.imageshack.us/img244/4619/rifle4or3.th.jpg (http://img244.imageshack.us/my.php?image=rifle4or3.jpg)




I've followed some tutes and started this model using Edit Poly tools. I know that I can then convert to Patch to view its tri-polys, but I am unsure how to smooth the whole object properly. I applied a meshsmooth modifier but the render looked kinda horrible.

Looking forward to your comments...
Thanks!

requiem2d
12-17-2006, 07:48 AM
Looking good, what's it like w/ smoothing?

doylle
12-17-2006, 08:11 AM
hey man,

Those images realy remind me when i started modeling, when i tried to model an M24 sniper rifle. I found that the hardest part to model is the part where the thumb is positioned. it's supposed to look smooth. It does look like your model also has some sharp edges there... maybe you can fix this by applying smoothing groups...

I also think that the actual grip is to wide, compared to the rest of the rifle.

Other than that it's to early for me to give any usefull comment...

keep it going...:)

TrueBlue
12-17-2006, 08:26 AM
Looking good, what's it like w/ smoothing?

This is with the wood part all under the 1 smooth group - is this is way? ...

http://img244.imageshack.us/img244/2816/rifle5cc9.th.jpg (http://img244.imageshack.us/my.php?image=rifle5cc9.jpg)
http://img244.imageshack.us/img244/9899/rifle6sj1.th.jpg (http://img244.imageshack.us/my.php?image=rifle6sj1.jpg)
http://img98.imageshack.us/img98/2650/rifle7rj8.th.jpg (http://img98.imageshack.us/my.php?image=rifle7rj8.jpg)

Doesn't look very nice :) but is this because of my amount of polys or just the way i'm modelling them?


Those images realy remind me when i started modeling, when i tried to model an M24 sniper rifle. I found that the hardest part to model is the part where the thumb is positioned. it's supposed to look smooth. It does look like your model also has some sharp edges there... maybe you can fix this by applying smoothing groups...

I also think that the actual grip is to wide, compared to the rest of the rifle.


You're so right, I'm having trouble with the thumb area especially. I've been editing it here and there but I could go on forever without making it look a whole lot better.

Do you mean the whole wooden part is too wide?

Ta

doylle
12-17-2006, 09:52 AM
i meant the actual grip part, but on the very last image you posted you can see that your entire foregrip is to wide. So funny, i had the same thing going on.

looks better with smoothing groups...

TrueBlue
12-18-2006, 12:38 PM
I've been working on it pretty much non-stop since my last post, although it doesn't look like it :). I'm fairly happy at the stock though, I've got control of the smoothness around the grip, but not all of it is complete yet. Then the mechanical parts, the bolt, magazine, and cool bits :).

By the way, it has magically transformed into a Remington 700. Some parts are easier to model on this Remington compared to the Ruger so i thought what i hell :S.

http://img98.imageshack.us/img98/1823/rifle8qx2.th.jpg (http://img98.imageshack.us/my.php?image=rifle8qx2.jpg)
http://img98.imageshack.us/img98/9308/rifle9lt0.th.jpg (http://img98.imageshack.us/my.php?image=rifle9lt0.jpg)
http://img171.imageshack.us/img171/6381/rifle10lm8.th.jpg (http://img171.imageshack.us/my.php?image=rifle10lm8.jpg)

doylle - what do you think of the stock width? I've still got some fixing up to do though, I think it's too rounded around the grip and trigger area.

Current poly count is 1156, not that it really matters at the moment, but i'm aiming max 2000 so I should be fine.

Can someone step me through restricting how far an object rotates or moves on an axis? I've figured out the pivots, but couldn't get any limits to work. This is for the trigger and the bolt part.

P.S.
Were those Imageshack thumbnails opening up for you guys? Didn't seem to be working. Anyway, I've re-uploaded them :).

doylle
12-19-2006, 05:09 PM
yes, looks alot better man, still much left to do, but it looks good so far...

TrueBlue
12-25-2006, 08:22 AM
Back again. I've been spending time rearranging the polys (or polies?) on the stock, added a quick scope and some barrel and bolt work.
http://img186.imageshack.us/img186/7207/rifle11rs5.th.jpg (http://img186.imageshack.us/my.php?image=rifle11rs5.jpg)
http://img186.imageshack.us/img186/6861/rifle12iw6.th.jpg (http://img186.imageshack.us/my.php?image=rifle12iw6.jpg)

Problem - polys are around 2500 tris and i'm not even finished yet. So, i'm thinking of redoing the stock, making a much cleaner and simpler form. I've found a nice reference pic which seems to have flatter sides on the stock and other areas, rather than curved sides (increasing poly count). Then I can add the interest and detail in the texture instead. So i'm going to redo the stock :).

Question 1 - I know normal mapping is a buzz word at the moment and I don't want to take advantage of that unless i need to, but should I bother with a hi-res model and normal map? Would that help with smoothing out some of the difficult, curved surfaces around the handle?

Question 2 - about smoothing, see pic below...
http://img405.imageshack.us/img405/7670/rifle13km2.th.jpg (http://img405.imageshack.us/my.php?image=rifle13km2.jpg)
The highlights on the handle is a bit jaggy due to my dodgy modelling, however is this common in game weapon models? Should I even bother with fixing areas like this, considering it's going to be textured-over?

Question 3 - Aiming to create this for the Source engine, this is the v_model - the player model - which is a hi-res model compared to the world model. Do I not need model polygons which won't be seen at all from the player's view? How would this be seen from another players view if it were used in a multiplayer game?

Ta.

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