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.
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.
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:
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).
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
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.
shiftey wrote:UV Mapping is the toughest part. Wait until you get there and want to kill yourself with the gun you just made.
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. Otherwise looking good Worfox.
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".