View Full Version : 1911 Colt .45 Hand Gun

11 November 2005, 11:22 PM
this is a gun I modeled in XSI. Followed along with the Videos that Desty made. Very good tutorial! :thumbsup:

Here it is...

Crits please! :)


11 November 2005, 02:23 AM
That looks very nice! Can you post wireframes?

11 November 2005, 03:43 AM
yes wires! we need um. :thumbsup:

this is my favorite pistol, .45 ACP

11 November 2005, 05:54 AM
just a coupla things: why doesn't the recoil rod stick out when the slide's locked?
Why is the magazine so short? I know the 1911 45 ACP only held 7 bullets, but that looks out of proportions or seomthing.

11 November 2005, 05:30 PM
Thanks for the replies. I'll post a wireframe when I get back on Monday.

Thr35hold, Is the recoil rod that thing that sticks out on the end of the gun, under the barrel? Or is it near the hammer area?

The magazine is way out of proportions, your right. :)



11 November 2005, 11:45 PM
thresh - the recoil rod doesn't stick out on 1911s.

the model looks pretty clean, good job. what's the triangle count on this thing?

11 November 2005, 01:56 AM
looks pretty good, but if this is for a video game, you shouldn't really make the magazine hollow like you have. and if it's not for videogames you should spend more polys to put slight bevels on all the edges.

11 November 2005, 02:51 AM
itsallgoode9, its for games. When you say hollow, do you mean no bullets? I'm planning to put those in.

the poly count right now is 3128. I'm not sure if thats considered too high. I think it might. Either way, I have no plans of trying to reduce it. I like it as it is.

I havnt changed the model yet. This week is busy for me. I'll update with all the changes as soon as possible! :)

here are some wire shots


edit: fixed image

11 November 2005, 12:00 AM
The magazine is thiner and longer & w/ bullets.

I've tried a high_res version, but it didnt turn out so well. :)


11 November 2005, 12:32 AM
looks good mate, you said you dont want to lower the poly count so i wont comment on that but other than that its damn solid mate!

11 November 2005, 06:25 AM
No offence bud, but for 3100 polys that looks a lot worse than it should. Wireframes would help, but I suspect you've put too much detail into places that won't be seen at all - or rarely, once in-game.

You shouldnt hollow out the barrel - you can just texture a black circle on the end and it looks more than fine ingame. Also you used way too many polys on the trigger - it does not need to look that smooth.

For 3497 polys, this is my P22 - whilst I realise it's not the same pistol, 1911's are much simpler and you can add extra polys to make the 'main view-areas' such as the top and rear of the slide look better.

11 November 2005, 08:44 PM
C'mon Space...he is new, don't be so harsh....


11 November 2005, 10:44 PM
okay okay ... jeez.
I've done most of the lower receiver now - and totally finished the barrel assembly so it's getting there.

Anyway, just lookinjg at those wires now ...

- way too many polys on teh trigger/triggerguard
- is that an 18 sided cylinder :S
- You didn't model the grooves on teh rear of the slide. Shame on you.
- First wireframe link doesn't work.

*looks at postcount* I'm new aswell though tondef ... ^_^

11 November 2005, 11:01 PM
...he is new, don't be so harsh....

if you say that then you are only giving yourself an excuse to fail now isn't it?:curious:

11 November 2005, 11:58 PM
SpaceJesus, Thanks for the comments. I'll go through and see what I can do about the polycount. The video said not to model the grooves on the back of the slide. A Bump map will take care of that.

imageshack is acting up a bit. Right Click image > Properties > Grab URL, and paste. That should work.

Thanks again,


11 November 2005, 12:59 AM
The main points you can improve on are that you cylinders have more sides than they need to - especially areas that are rarely seen such as the front of the abrrel - and also small details such as the mag release.

Other than that it's a pretty clean mesh - you're learning a good technique - nice work :)

11 November 2005, 01:14 AM
Thanks SpaceJesus. I'll work on those areas...

C'mon Space...he is new, don't be so harsh....

I just saw this post. I dont get what you mean. I've been here for over a year (one month after you registered.) I'm not that new. :curious:

Besides, I like strait-up, honest critique. :) Sometimes you need it.


11 November 2005, 01:43 AM
If you didn't know - as a small tip : modelling in Quads is SOOOOO much easier than doing multi-tri polygons and suchlike.

Quad : A polygon composed of 2 triangles - and hence 4 vertices.

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