Glock

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Shana
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Glock

Post by Shana »

Now that 1.35 is out i finally have more time for other stuff so i decided to try modeling again, i looked for a good tutorial and found one to model a glock in 3ds max.

Latest progress:

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Older pictures:

http://w0rf0x.obsidianconflict.net/screens/glawck2.jpg
http://w0rf0x.obsidianconflict.net/screens/glawck3.png
http://w0rf0x.obsidianconflict.net/screens/glawck4.png
http://w0rf0x.obsidianconflict.net/screens/glawck5.png


So far I'm really getting into it and its pretty fun, no idea what i will use the model for though, after I'm done with it I'm gonna try to make an annabelle view model.
Last edited by Shana on Sat Sep 04, 2010 7:25 am, edited 4 times in total.
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Post by Axel_m3sh »

after I'm done with it I'm gonna try to make an annabelle view model.
Godly, also nice model right there. Are you gonna add details to it with textures?
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Re: Glock

Post by MaestraFénix »

W0rf0x wrote:Now that 1.35 is out i finally have more time for other stuff so i decided to try modeling again, i looked for a good tutorial and found one to model a glock in 3ds max.

This is the progress as of today:

Image


So far I'm really getting into it and its pretty fun, no idea what i will use the model for though, after I'm done with it I'm gonna try to make an annabelle view model.
I use the same video tutorial LOL (yes, the pictures are include in the .rar of the tutorials).

I doing an autenthic MP7 (not the false MP7 of HL2), but i are finding incredible dificulties to make it (on notably doing the profundity).

I only can say one thing: Modeling "is easy" compared with rigging and animating (i don´t texturized it yet).
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Post by fug4life »

Higher poly v_model 4 annabelle :thumbup:

Good then I can give up UVmapping the old one.
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Post by Ranka »

Looking good fox
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Post by Azure Edge »

Hmm I may try my hand at modeling sometime too. It looks slightly simple enough to hopefully at least make something basic. Looks good right now :D
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Post by Shana »

Worked a bit more on it today while my internet was out:

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Post by KON_Air »

Is there a depressed part at the bottom of the barrel? Don't add details that can be done with textures. At least untill you figure how did MAX decided to redefine geometry :P

There are also some faces you should get rid of on curving surfaces. Don't forget every face will be triangulated and some veticles might decide to connect to with some other ones then the ones you expected.
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Post by shiftey »

UV Mapping is the toughest part. Wait until you get there and want to kill yourself with the gun you just made.
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Post by Tysn »

shiftey wrote:UV Mapping is the toughest part. Wait until you get there and want to kill yourself with the gun you just made.
:lol:

I tried this a long time ago in XSI by following Twinkie Masta's video tutorials. Made a 1911 and Mac 10, both lost in the Great Harddrive Crash of '09 unfortunately. Never actually got them UV'ed due to a lack of hi-res images for textures, and of course because UVing a gun model is considerably harder than oh say, Mr. Bucket. :P Otherwise looking good Worfox.
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Post by fug4life »

I thought UV mapping seemed, relatively straight forward. I like how you pick specific parts to be textured individually.

Having said that apart from rotating models, this is the only 'modeling' thing I've attempted.
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Post by KON_Air »

Well if you are trying to UV map using reference pictures, sure it is hard as hell, but there is a reason high profile 3d content creation has seperated modeling and texturing. While googling for textures is fine for simple models, for anything complex better start looking for a texturer or learn photoshop. Or at least settle for more simple textures rather then going "zomg photorealistic".
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Post by Shana »

Picked this up again after a month, luckily i didn't get rusty.

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Post by Shana »

Still working on it, the model is done now, next comes optimizing and unwrapping.

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Post by SNOWMAN7 »

Looks great! You make it look easy O.o

Damn, I should get back on modeling again >.>
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