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Taurus Raging Bull Magnum & FN Scar-H
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Author:  Share_The_Pain [ Tue Dec 09, 2008 9:24 pm ]
Post subject:  Taurus Raging Bull Magnum & FN Scar-H

Just a couple WIP models I'm working on ATM:
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Comments and constructive criticism welcome.

Author:  zer0 [ Wed Dec 10, 2008 2:02 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Ooh, very nice, any plans to make these for game? Or just some stuff your making for fun?
:hello:
If it was made for the game, what would be the firing modes and other functions be?

Author:  OCAdam [ Wed Dec 10, 2008 6:25 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Those are some pretty badass models you got there! Just wondering, how many verts did you use on each model?

Author:  Glosmostinex [ Wed Dec 10, 2008 9:47 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Yeah! a Brazilian weapon!
(Taurus is from Brazil)
I love to use the Raging Bull in Rainbow six vegas 2.
oh, the models are awesome, BTW!
maybe to balace it with the insane D49, it should reload much faster, no?

Author:  Share_The_Pain [ Wed Dec 10, 2008 11:55 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

First of all, thanks everyone for the nice complements. :)

zer0 wrote:
Ooh, very nice, any plans to make these for game? Or just some stuff your making for fun?
:hello:
If it was made for the game, what would be the firing modes and other functions be?

I made these models originally for Crysis (still plan on at least getting the Raging Bull in game, perhaps not the Scar because a million other people apparently decided to make one too), however I decided that they would also probably be super fun in BW, so I was hoping that one day I might get them in-game and working.

The Scar would be Auto and single fire, probably with the option of going iron-sights or ACOG, or maybe silencer or none. It has a lot of rails so you could put whatever you wanted on it really. The Raging Bull would be single shot, probably with 2 or 3 ammo types, and maybe an attachable red-dot sight or small scope. I hadn't put much thought into it ATM.

OCAdam wrote:
Those are some pretty badass models you got there! Just wondering, how many verts did you use on each model?


Raging Bull -> 2748 verts.
Scar-H -> 4321 verts.

I was planning on reworking the grip on the Raging Bull and the stock on the Scar, so those values may change a bit. Like I said before, they were modeled for Crysis so there is some stuff I can simplify to make it more UT2004 suitable without taking much from the appearance at all.

Glosmostinex wrote:
Yeah! a Brazilian weapon!
(Taurus is from Brazil)
I love to use the Raging Bull in Rainbow six vegas 2.
oh, the models are awesome, BTW!
maybe to balace it with the insane D49, it should reload much faster, no?

The Raging Bull is my favourite revolver; not too long and ugly looking, and not too short and stubby looking.

This is a powerful gun, in fact it wouldn't be dual-wieldable because it requires two hands to control. I don't see it reloading much faster or slower than the D49 because they are both revolvers by nature and require the same actions to reload. Lack of dual-wield would limit the max potential power of the gun, but since it doesn't have a tactical rail system, there would be no laser sight (like the D49). A RDS would make aiming much simpler, and a scope would also be helpful (perhaps make the accuracy not great so it isn't too powerful). Also, the lack of double fire would make it more limited. Like I said, I hadn't thought this part through too much.

I was thinking of some fun type of grenade to make next. I won't tell you what its special effects will be, but since grenades are simple to model, all I really need to do is come up with a cool design. :)

Author:  Share_The_Pain [ Mon Feb 16, 2009 2:27 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Well, I was bored so I made a couple of attachments:
-Top & bottom tactical rails.
-Red dot sight.
-Laser sight / flashlight.
-Silencer (I know... ridiculous... but it looks cool).
-Scope (Not shown).

I also remodeled the grip, as I hated the old one.

Total verts (with all the attachments): 4316
Total triangles: 8229

It's kinda high-poly for UT2004, but then again I intended it to have Crysis-level of detail. If there is interest, I could probably lower that number to about 7000 triangles, maybe a bit lower (Even lower if I removed an attachment), and then someone might be able to skin/texture/animate it, and bring it into BW.

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Author:  zer0 [ Mon Feb 16, 2009 2:41 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

wow, looks scary

Author:  Sergeant Kelly [ Mon Feb 16, 2009 2:50 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

In order for that suppressor to actually do anything, you need to have it stretch and enclose the firing chamber. : P

Author:  Share_The_Pain [ Mon Feb 16, 2009 3:01 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Sergeant Kelly wrote:
In order for that suppressor to actually do anything, you need to have it stretch and enclose the firing chamber. : P

I know, that's why I said ridiculous. :p

Author:  Kien [ Fri Feb 20, 2009 11:43 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Dude could you tell me 2 things about these models?

1. How do you make clay renders in maya?

2. Do you not care about topology on your models?

Author:  Share_The_Pain [ Fri Feb 20, 2009 3:15 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Kien wrote:
Dude could you tell me 2 things about these models?

1. How do you make clay renders in maya?

2. Do you not care about topology on your models?


1. For my renders, I typically use a combination of renders and photoshop them together in some way. For example, in the last render of the Raging Bull, I made an occlusion render (to achieve the white/the shadows), a solid colour render, which I used to make the rim highlights (done in PS), and a (desaturated) cartoon shader for the different shades, which I then put through PS to give it more of a 'glow'. Most renders are typically just experiments that I come up with (I typically make a bunch of them then choose the one I like best), so I really couldn't tell you the exact steps I took. If you would like some help in renders, I could do my best to give you some tips(although I'm not that great with them myself).

2. I'm not sure I follow what you mean by this one. If you would care to elaborate I'd be more than happy to answer it for you.

Author:  Kien [ Fri Feb 20, 2009 5:42 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Share_The_Pain wrote:
2. I'm not sure I follow what you mean by this one. If you would care to elaborate I'd be more than happy to answer it for you.


Simply how the lines go on the model. You seem to have alot of n-gons. Not caring much how the triangles are placed.
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Author:  Share_The_Pain [ Fri Feb 20, 2009 8:45 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Kien wrote:
Share_The_Pain wrote:
2. I'm not sure I follow what you mean by this one. If you would care to elaborate I'd be more than happy to answer it for you.


Simply how the lines go on the model. You seem to have alot of n-gons. Not caring much how the triangles are placed.

Aye, these are non-triangulated models. I prefer to keep them that way for wireframe renders as it makes them easier to see what is what. If I were to export this to a game, or even use it in an animation, I would triangulate it myself (I typically do the more complex faces by hand anyways).

Not triangulating a mesh for a wireframe render is a very common practice I find; I see people doing it all the time.

Author:  Kien [ Sat Feb 21, 2009 5:56 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

But for video games it is important to keep the topology in 4-sided polygons often. Which means you have to care about all the polygons.

Anyway, do you use loots of booleans in order to get round nice carved out areas?

Author:  Share_The_Pain [ Sat Feb 21, 2009 9:16 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Kien wrote:
But for video games it is important to keep the topology in 4-sided polygons often. Which means you have to care about all the polygons.

Anyway, do you use loots of booleans in order to get round nice carved out areas?

Actually, most video game render using triangles, as by the nature of a triangle, it can never be non-planar. Quads, however, can be non-planar, and therefore aren't always rendered right if exported to a game. Like I said, if I were to export this to a game, I would insure that there would be no face with more than 3 edges/verts.

I tend to work around using booleans on more complex geometry as it tends to have ill-effects on occasion. I use them on simple shapes if it seems easier (I.e. on the cylinder, it started out as a plain cylinder which I used booleans to carve the individual bullet chambers).

Author:  Sarge [ Tue Apr 26, 2011 9:49 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

so did this die? not going into bw or what?

Author:  Blade sword [ Tue Apr 26, 2011 10:20 am ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

Of course it is dead, the dude didn't came up anymore.
please don't bump such old threads even if the projects in question looks cool or whatever.
We have a 3d modeller who made a SCAR so be patient

Author:  Sarge [ Tue Apr 26, 2011 7:37 pm ]
Post subject:  Re: Taurus Raging Bull Magnum & FN Scar-H

o. it wasnt a matter of patients, i was just curious, if the models were floating around some where ^_^ but i am glad to here that theres a scar in the works

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