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Current Models
http://www.runestorm.com/forums/viewtopic.php?f=54&t=74694
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Author:  Dakatsu [ Thu Aug 07, 2008 1:13 am ]
Post subject:  Current Models

I am not sure if I will ever put these into Ballistic Weapons, but if they get textured, I may look into it. I plan on using them for a UE3-based mod (most likely Unreal Tournament 3), although I have no final plans as of yet.

These weapons belong to my fictional universe, so they are not based off of a specific modern day weapon.

Skorpshjuze Republican Armed Forces: "Mercer" Dual-Firing Automatic Pistol, no attachments
ImageImage
Around 2,000 polygons, bullet not shown

Skorpshjuze Republican Armed Forces: "Scorcher" Assault Rifle, no attachments
ImageImage
Around 3,900 polygons, bullet not shown

Nekoketsueki National/Imperial Army: T92F Fusion Fragmentation Grenade
ImageImage
Around 1,500 polygons

They are poor renders, but they look great in per-pixel lighting.

Please, give me your opinions! :D

Author:  Kien [ Thu Aug 07, 2008 2:51 am ]
Post subject:  Re: Current Models

Uhm aren't there some problems with the smoothing? There seem to be constant smoothing everywhere.

Author:  fische11 [ Thu Aug 07, 2008 2:57 am ]
Post subject:  Re: Current Models

Ok try not to use the smooth function as much so that it crates normal errors.
Maybe you can set the Normal Angle down so that it looks more sharp.

Author:  Kien [ Thu Aug 07, 2008 5:55 am ]
Post subject:  Re: Current Models

Or just set the hard edges if you use maya or set the smoothing groups if you use max. The grenade is nice but I don't like the design. :P Would be better for a bomb. What is a fusion fragmentation? :blink:

Author:  Glosmostinex [ Thu Aug 07, 2008 10:47 am ]
Post subject:  Re: Current Models

They're good models, just the smooth makes them bizarre.
which program you used?

Author:  SHAD0Wdump [ Thu Aug 07, 2008 2:16 pm ]
Post subject:  Re: Current Models

Kien wrote:
What is a fusion fragmentation? :blink:


That would be a kick ass bomb Kien.

Author:  Dakatsu [ Thu Aug 07, 2008 2:18 pm ]
Post subject:  Re: Current Models

I use 3dsmax 9. For some reason I had the impression that UE3 liked few\one smoothing group(s), so thats why I set them all to the first one. Could anyone tell me about smoothing groups and UE3?

And for the grenade, it is a grenade with a small fusion core in it, that causes the powerful explosion in the grenade. The grenade does look wierd in the picture, but let me put the grenade into perspective, as the middle part glows. (pardon the quick photoshop, as it is only used for illistration purposes)
Image

Author:  Kien [ Thu Aug 07, 2008 3:30 pm ]
Post subject:  Re: Current Models

Woot amount of smoothing groups matters?! :blink: How does games work with maya then which uses hardening of edges instead of dividing all polygons into different groups. :confused: Btw I hate maya. I instealled max 2009 today. :) Finnaly the shortcuts in the UV and curve editor work. :glare:

Author:  Dakatsu [ Thu Aug 07, 2008 3:55 pm ]
Post subject:  Re: Current Models

Here are the same models, except with smoothing groups. Also, the Scorcher has it's bayonet, one of it's attachments.

Actual polycounts:
Mercer: 1,878
Scorcher: 3,917
---with Bayonet: 4,090
T92F: 1,537

EDIT: Forgot the pics :P
ImageImage
ImageImage
ImageImage

Author:  fische11 [ Thu Aug 07, 2008 3:59 pm ]
Post subject:  Re: Current Models

You must have very much money to buy Max 2009^^
Do you have to learn Max or not?

Author:  Kien [ Fri Aug 08, 2008 2:13 am ]
Post subject:  Re: Current Models

fische11 wrote:
You must have very much money to buy Max 2009^^

(-,-)

fische11 wrote:
Do you have to learn Max or not?

Why would I have to learn max?

Author:  Sergeant Kelly [ Sat Aug 09, 2008 11:41 am ]
Post subject:  Re: Current Models

Nice job on the models, but turbosmoothing is not the way to go.

The models look a lot better with sharp edges and smoothing like that often causes problems.

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