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| MWS-13 http://www.runestorm.com/forums/viewtopic.php?f=63&t=58826 |
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| Author: | OCAdam [ Sun May 18, 2008 5:01 pm ] |
| Post subject: | MWS-13 |
Name: Modular Weapons System version 13 Type: Machine Pistol, Assault Rifle, Rifle, Sniper Rifle, Bullpup, Bullpup Sniper Rifle Primary Fire: (Snipers) Fire 12mm FMJ ammo, (Others) Fire 6.5mm JHP ammo @ 800RPM Secondary: (Snipers) Scope, (Others) Melee Whack Tertiary: None Ever Just to say, you can't actively change the gun form on the fly, as that would be literally a 2 minute operation to try performing on the battlefield (and use a screwdriver). You just have to either start with the form you want, or pick one in that form up. Only the Machine Pistol form can be dual weilded. |
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| Author: | SHAD0Wdump [ Sun May 18, 2008 5:23 pm ] |
| Post subject: | MWS-13 |
So there is 5 weapons carrying the same name that serve the same purpose as other weapons? |
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| Author: | OCAdam [ Sun May 18, 2008 5:34 pm ] |
| Post subject: | MWS-13 |
They all are with different gun lengths so they are useful for other things than each other variant. So as a result, you get different chaos and recoil values. That and you will get different accuracy levels. I'm modelling out the AR variant right now actually. But since I suck and it's my first gun I've made in Maya (first model in it too), I'll take screenshots later in the build. |
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| Author: | nofatties [ Tue May 20, 2008 5:13 am ] |
| Post subject: | MWS-13 |
This sounds pretty cool! Keep working at it! I look forward to your bullpup model...
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| Author: | OCAdam [ Tue May 20, 2008 1:55 pm ] |
| Post subject: | MWS-13 |
NoFatties wrote: This sounds pretty cool! Keep working at it! I look forward to your bullpup model...
![]() Hehe. I'm modelling the AR still in Maya (and I can't use the smooth tool either unfortunately, unless people want an ALIEN looking weapon that would be total hell to texture!). Once the AR is done, I can model the bullpup and rifle attachments! And... a scope. Hmm.... maybe even a grenade launcher! Here's a pic of the crappiness that is the gun so far! And... next post will show WHY I can't just use the smooth tool.[br][img width=800 height=381]../../files/public/1211313304_246_FT58826_mws-13v35_.png[/img][br] |
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| Author: | OCAdam [ Tue May 20, 2008 1:57 pm ] |
| Post subject: | MWS-13 |
This is why I can't just smooth.... it looks like crap and too alien![br][img width=800 height=381]../../files/public/1211313433_246_FT58826_mws-13v35-2_.png[/img][br] |
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| Author: | SHAD0Wdump [ Tue May 20, 2008 2:23 pm ] |
| Post subject: | MWS-13 |
Hmmm maybe you could do something with the 'alien' model removing the clip and anything else that looks to human and you have yourself a alien gun. |
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| Author: | Chavez [ Tue May 20, 2008 2:30 pm ] |
| Post subject: | MWS-13 |
SHAD0Wdump wrote: Hmmm maybe you could do something with the 'alien' model removing the clip and anything else that looks to human and you have yourself a alien gun.
Yes, the iron sight, barrel, and clip look too human. You should think of alien alternatives for that. |
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| Author: | Kaboodles [ Tue May 20, 2008 2:37 pm ] |
| Post subject: | MWS-13 |
The rounded bulge at the back looks kinda wonky. Also, do not smooth it. |
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| Author: | Captain Xavious [ Tue May 20, 2008 2:38 pm ] |
| Post subject: | MWS-13 |
Dude, don't use the smooth tool. Do it manually. Its good practice and you get WAY better results. |
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| Author: | OCAdam [ Tue May 20, 2008 2:46 pm ] |
| Post subject: | MWS-13 |
I'm getting some weird mixed opinions on that tool. One of my friends said to use it more, and you say no. I think it would look alright if I went and did try to manually fix it up afterwards, or made the model originally for smoothing... Ah hell, I'll try that next time. I did decide on not using it anyways though. And that back 'bulge' was design! It would look better with texturing though I know. Edit: I remember why I did a 'bulge' in the back now! It was for how you can remove that and then replace it with a bullpup attachment! And the front end is flat so you can attach the rifle attachment. I just need to give it more so it makes sense how it can attach a front part. |
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| Author: | Captain Xavious [ Tue May 20, 2008 3:31 pm ] |
| Post subject: | MWS-13 |
I recommend ignoring your friend's suggestion of using the smooth tool more often. I'm not saying he doesn't know what he's talking about, but it really is much better to learn how to do this by hand when you are still learning the program. To be honest, I never even used that tool before, out side from experimentation. |
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| Author: | Kien [ Tue May 20, 2008 3:47 pm ] |
| Post subject: | MWS-13 |
Maya has a big problem with smoothing the geometry, either you add polygons and get all geomrtry smoothed or you add polygons but no change to the shape. The second option is done via checking the keep hard edges on the tool box. This is really poor. Maya is sure good for making mechanical things... It's really sad actually since the harden edge is such a great thing. In max you can save specific edges but it's a bit more work since you divide the polygons into groups where the edges where the groups meet remains sharp. Using mayas way by hardeing edges is better I think. If you are to make high poly models, I suggest you use mayas way of modeling subdivision surfaces. With it you can crease specific edges, making them sharp. Somtimes I have trouble changing the creasing though. In max you can see the vaule of the creasing so you always know if it can be more mooth or not, on the other hand, in max the creasing decides the smoothing of the normals, which is not good. As soon as the creasing <1 in max, the normal shooting is changed. While in maya creasing edges does not affect hard edges. Simply don't use common polygonal modeling for high poly mechanical stuff in maya. Subdivision surfaces or NURBS surfaces is what to use IMO. A cheat solution in maya is to simply ad at least 1 edge loop as close as possible to the to-be sharp edge on each side of it. It controls the reshaping a bit, but it can never make it truly sharp. well maybe if you really place the new loops at the same position as the edge, but I fear that it might mess with normal smoothing and perhaps even the UV-map. Subdivs can be abit annoying to work with since the verts are not places on the true geometry, making selection a bit hard. NURBS require quite some learning to use. I tried to follow a tutorial a few days ago but I could not get the same results. )
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| Author: | Kaboodles [ Tue May 20, 2008 4:07 pm ] |
| Post subject: | MWS-13 |
Avoid using smoothing until the very last moment. Make sure to get all of your shaping and detailing done first. Also, don't use it on this gun. Odd lump on the back aside, it looks just fine without it. |
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| Author: | OCAdam [ Tue May 20, 2008 4:08 pm ] |
| Post subject: | MWS-13 |
Well, I can guess my friend was using another program, because that smooth tool is pretty wonky. Maybe he used Blender... or Wings3D. Anyways, thanks Kien. I use a lot of self-creasing edges already, but man it can be a pain dealing with those things when you got the wrong direction... |
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| Author: | Kien [ Tue May 20, 2008 4:14 pm ] |
| Post subject: | MWS-13 |
OCAdam wrote: Well, I can guess my friend was using another program, because that smooth tool is pretty wonky. Maybe he used Blender... or Wings3D. It's just that the developers forgot something when they made the tool... My big guess is that he used max. OCAdam wrote: Anyways, thanks Kien I use a lot of self-creasing edges already, but man it can be a pain dealing with those things when you got the wrong direction... [/quote] Well use it for everyhting you want to automacitly give smooth shapes.
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| Author: | OCAdam [ Tue May 20, 2008 4:38 pm ] |
| Post subject: | MWS-13 |
I think I got the wrong tool in my mind when I made my last post. I use the Split Poly tool a lot actually, thats what it was called. Most of the time it's to just get edges more smoothed out but still polygonal looking. |
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| Author: | OCAdam [ Fri May 23, 2008 8:21 pm ] |
| Post subject: | MWS-13 |
Pics of the weapons are gonna be visible soon in this post! First will be the last version of the AR variant, v50, and the Bullpup Assault Rifle (BAR), v8. Edit: I mean the last version of the AR only, I'm still working on that BAR.
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| Author: | Kaboodles [ Fri May 23, 2008 8:46 pm ] |
| Post subject: | MWS-13 |
That bullpup version looks really weird. The bulge is still wonky. |
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| Author: | OCAdam [ Fri May 23, 2008 10:08 pm ] |
| Post subject: | MWS-13 |
Kaboodles wrote: That bullpup version looks really weird. The bulge is still wonky.
I'm still working on that bullpup. And the bulge will stay! But yes, I'm refining the heights of the back end still. I haven't decided how tall I want that rear to be. Edit: I have v10 now, and the rear end is much enlarge in vertical means! See how you like this version now Kaboodles. And yes, the bulge will STAY.
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| Author: | SHAD0Wdump [ Sat May 24, 2008 8:29 am ] |
| Post subject: | MWS-13 |
The moment you attached that sight to the barrel I thought... "Oh no,hes been sucked into AK land too!" |
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| Author: | James [ Sat May 24, 2008 8:29 am ] |
| Post subject: | MWS-13 |
The model is looking good
Dont really like the bulge near the stock but is all good. You need to learn how to render! maybe just with another program.... *cough* wings3d *cough* this is really bugging me
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| Author: | OCAdam [ Sat May 24, 2008 8:35 am ] |
| Post subject: | MWS-13 |
SHAD0Wdump wrote: The moment you attached that sight to the barrel I thought... "Oh no, he's been sucked into AK land too!"
More like FN Scar-land. I designed the from barrel assembly and the gun handle directly from what an FN Scar looks very similar to. Check it on the Mk17 pic they got on Wikipedia, as that's the ref pic I used to make that front barrel assembly. I can always put the ironsight back where-ever I feel like. But since the gun is modular, the sniper rifle (or bullpup sniper) version would be very odd to have an ironsight only halfway down the actual gun itself. Edit: What is with everyone hating the bulge? It was the only way I could see that the gun would really be unique and be viable for the modular attachments system. I don't see many guns with a bulge like that. >_> |
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| Author: | SHAD0Wdump [ Sat May 24, 2008 8:40 am ] |
| Post subject: | MWS-13 |
"I don't see many guns with a bulge like that. >_> " That is why everyone is having a allergic reaction to it. Don't worry just shrug it off,the bulge can stay. |
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| Author: | OCAdam [ Sat May 24, 2008 8:42 am ] |
| Post subject: | MWS-13 |
SHAD0Wdump wrote: "I don't see many guns with a bulge like that. >_> "
That is why everyone is having a allergic reaction to it. Don't worry just shrug it off,the bulge can stay. Hehe, yeah. I planned on keeping it anyways. I just like that bulge there. Maybe I sould try to make it a bit more high-poly on the Bulge... if I can without screwing up the AR model in the process. |
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