My attempt at 3d modeling
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Author:  Valkyrja [ Sun Feb 08, 2015 12:11 pm ]
Post subject:  My attempt at 3d modeling

Hey guys, I've been working on this rifle since yesterday, the whole day. It's actually my first time doing 3d stuff.

The weapon is a concept I had in mind.
MRk1204 Long Rifle, usually called "Adlerjäger" for its perfect accuracy. It was produced in the year 2187 by Arachno Technologies, when the war for the planet "Vrerat" was starting. It influenced greatly on the war, but it required skilled marksmen. The war was lost after the enemy eliminated our heavy machinery, which left us defenseless to their tanks. The MRk1204 production was halted a year after the war, and 2 months later the weapon factory was burnt due to an accident in the testing labs, burning all blueprints of the weapon. Arachno Tech only made 20,000 copies of this weapon, less than 5,000 estimated to be fully functional.
The weapon has a peculiar magazine, formed as a long pipe and a handle in one of the ends. It holds from 10 to 12 bullets. It is semi-automatic with a maximun of 3 shots per second. It comes with a hybrid reflex sight (Iron-sights, reflex sight), a factory original compensator, and two tactical rail mounts on the top.
There has been some unnofficial modifications of the rifle, like a mounted high power scope, a silencer, and even a full automatic mod.
It's still a work in progress, it is missing some parts, it needs polishing. I do not have textures for this. Right now, it has 12.5k tris, 5889 faces and 6250 verts.
What do you guys think?

Author:  Cygnus [ Mon Feb 09, 2015 11:00 pm ]
Post subject:  Re: My attempt at 3d modeling

Amazing model! The hybrid scope and the pipe-like clip, two traits that I really want to use in a BW weapon :D good work!

Author:  Valkyrja [ Tue Feb 10, 2015 4:31 pm ]
Post subject:  Re: My attempt at 3d modeling

Update on the weapon:
Removed some parts, added release trigger, detail, and other things I can't remember... Also, deleted old "reflex" sight, and made a new one (based on the element ex-219 reflex sight):
It's fricking awesome.
And last but not least, looking down sights (Which also changed):
I still need to smooth some faces, and fix some broken stuff.
EDIT: forgot to say that right now it has
8705 verts
8219 faces
17258 tris

Author:  Blade sword [ Wed Feb 11, 2015 8:29 am ]
Post subject:  Re: My attempt at 3d modeling

I'm pretty sure with some optimization you can have a more reasonable polycount
but you seem to be on good tracks for your weapon.
17k tris is a bit too much, but, close to the reasonable area
A few advices I can give to you since I believe you need some
1/ Not every geometry needs to be connected
2/ Cylinders can be made with 12 sides for barrels, 24 for bigger stuff
3/ Be consistent, I see some high poly areas that are very small while low poly sections who are big, when you do a low poly cylinder, it's for a small section like the barrel, scopes for example needs to be big, and even when you do a different poly construction in the same cylinder, the smallest area should be the one with the lowest sides while the exterior needs to have an higher amount of polygons.
4/ Try to have a somewhat clean mesh

All these aren't easy to achieve, but I'm telling this before you have to get more job on your model, and trust me I made such mistakes before.

Author:  Valkyrja [ Wed Feb 11, 2015 7:54 pm ]
Post subject:  Re: My attempt at 3d modeling

Noted, I actually needed advice yeah.
What would you say it's a good tris count?
I kinda don't understand when you say "clean mesh", can you (or someone else) explain?
Also, is there a way to import a bw weapon to blender? (for reference purposes)

Author:  Blade sword [ Sat Feb 14, 2015 6:49 pm ]
Post subject:  Re: My attempt at 3d modeling

It is as it fit the near maximum for game optimization.
Although I can tell that a good polycount is about an average between model detail and geometry detail
Don't mind going a bit low on the polycount detail.

Well To import a weapon, I don't know how to except probably some persons who know that better than I can do

As for clean mesh it's about avoiding useless geometry, I'm not the very very best at this, but I have some experience in this.
A thing you can show is your model in edit mode for example I can tell you what I consider being not clean.
I can tell you that was hard for anyone who started modeling, but I can tell that vertices that aren't useful (ie if not having them doesn't change the shape of your weapon)
some parts even non mobile ones can be also be disconnected as you can save vertices.
That's what I can explain for now, hoping that I was quite clear with what I meant :|

Author:  Valkyrja [ Sun Feb 15, 2015 2:58 pm ]
Post subject:  Re: My attempt at 3d modeling

Blade sword wrote:
That's what I can explain for now, hoping that I was quite clear with what I meant :|

Yep, understood.
I got it down to 5950 verts, 5958 faces and 11805 tris, without sacrificing details. And I got kinda lazy on the stock so I stopped there.
Also I remade the cannon, now it has less vertices.

I guess I'll have to keep digging through posts to find how to export the weapons.

Author:  Blade sword [ Mon Feb 16, 2015 7:32 am ]
Post subject:  Re: My attempt at 3d modeling

You need PSK/PSA exporter for animated meshes and ASE exporter for non animated stuff such as pickups.
For your weapon that's nice that you went through there, it's pretty much essential to know about that just because you can improve.
But once your model is done, you need to learn UVmapping for making your model being texturable, or try to see with someone up there who knows.

That's nice to see some motivation there :D

Author:  Valkyrja [ Fri Feb 20, 2015 9:50 pm ]
Post subject:  Re: My attempt at 3d modeling

Wooo picture update time!
I went and reworked a lot of stuff.
Like the rails on the top
or the sights

I also added... that thing on the side. That is for the magazine.
Also the magazine outside the weapon


Now next step is UV mapping, which is a little tiring. And actually getting a texture for this.
I really worked on lowering the tris count and conserve detail, some parts were flattened and other parts were remade from scratch.
Oh yes, the counts:
Verts: 3182
Faces: 3316
Tris: 6004
Also I have been working on a few more guns, not as complicated as this thank god. Expect some pics in the future. ;)

Author:  Blade sword [ Sat Feb 21, 2015 4:32 pm ]
Post subject:  Re: My attempt at 3d modeling

Try to see with captain xavious at least for advices.
Also UV mapping isn't a small thing, most people thinks and I did in my beginner attempts that the automatic unwrap was good enough.
It requires a bit more work than just that pressing the unwrap button, as for complex shapes you get problematic results if you don't make the right cuts.

Author:  Blade sword [ Sat May 30, 2015 5:07 am ]
Post subject:  Re: My attempt at 3d modeling

I don't know if you pass around but if you want to go further you may contact me, so I will provide help for your modeling.

Author:  Valkyrja [ Sat May 30, 2015 3:37 pm ]
Post subject:  Re: My attempt at 3d modeling

I'm not dead I swear. I've been very busy lately, and it has been some time since i touched blender. Uh these were some things i was working on, which I plan to keep working on when I find some time:

Supressed Carbine, fires in bursts.

Combat pistol, with a compensator and a flip-able red dot sight (might change size and/or design).

High caliber sniper rifle, bolt action

There's also a shotgun on the works but it looks pretty ugly right now.
but yeah, these are still work in progress stuff, still need to detail some stuff and change things around when I find some time.

Author:  Blade sword [ Sun May 31, 2015 1:21 pm ]
Post subject:  Re: My attempt at 3d modeling

Beware before getting too fast on the modeling, I suggest you try to get something else done on your weapons like UV mapping
I did that in the past and I ended up with a stockpile with little use. and I'm implementing them without doing much modeling now ...
Doing a mesh is relatively easy compared to some other boring tasks like UV mapping, doing a proper rig for a weapon (well most weapons are easy except those with mechanical complexity)

Rig is hard for weapons with flexible cables, belts, bows, levers of all sorts, turrets and of course the usual complex mechanism.
I personally found techniques using various constraints to animate such stuff, but still, while it makes things easier, you spend some of the time doing the setup.

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