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Old 08-30-2006, 03:53 PM   #1 (permalink)
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andrei313's - Weapons

I have a thread like this one on cgtalk... but it looks like there are a lot more people here then there that know a lot of things about weapons I hope I can get some help from you guys

Now I'm working on this Boyes Mk 1 Anti-tank Rifle:



Here are a few closeups:



I think it is very close to the original but if you think I have a lot of wasted polys somewhere let me know The limit is 3000 and as you can see I'm under it, and I don't need to add more parts.
I didn't know what to do about the end of the barrel... The holes I have there use around 300tris... It loos cool if you look at it from profile, but the question is: Is it worth it ? I mean... if I'm under the limit... and that makes a difference... should I leave it this way ?
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Last edited by andrei313; 08-31-2006 at 01:54 AM.
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Old 08-31-2006, 02:32 AM   #2 (permalink)
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your very close to 3000 but since you dont have to add anything more it's oke. if it is for a game i guess you want it to look as good as possible, and those holes will realy make it look better, or it is for a competition or so and then you must use every face you can get so in any way keep the holes.

maybe you can make a second end of the barrel and make it with a little less poly's and see what difference it makes, and pick the best out of those.

good luck with painting this wounderful piece of equipment
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Old 08-31-2006, 03:51 AM   #3 (permalink)
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Thanks for the reply. It is for a MOD, I promissed not to say more
I was told to keep it under 3000, but 4000 wouldn't be a problem. The fact is, I don't need more then 3000 to do it, so why not make it as optimized as I can while keeping the same form?
Experimenting is the best way to go, I see this too now. I'll make another version and add the holes from the texture... but somehow... I feel it won't look the same.
There aren't any more parts that need more polys, so saying that I shouldn't waste polys there and use them somewhere else... wouldn't be right
I guess I'll move on to the texture now, and if necessary I'll make little changes along the way
Here is the unwrapping... took me more then I expected... lots of little parts... I also got it down to ~2894... not much but I found some unseen faces and wasted polys... I always do this while unwrapping, I find unwrapping to be the best way to go over the geometry one again Unfortunatly I do this while skinging too... and I have to go over the unwrapping again... but I find that I always find something new to learn, so it is all for the best.
To much text in here... :-P Here's the wire:



PS: I promised my girlfriend not to touch the computer for 10 days ... some personal stuff to take care of... I hope I can handle this... So I'll have time to think more about this weapon... and I'll be back with a nice update as soon as I get the chance.
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Last edited by andrei313; 08-31-2006 at 03:55 AM.
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Old 08-31-2006, 04:06 AM   #4 (permalink)
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taking a look at the unwrap, i would say get back in there!

there are alot of part that have like 1 pixel on them, it will turn out real nasty, also weld all your part together by using target weld in vertex mode.

did you use a checker with unwrapping it ?

"I feel it won't look the same." it never is the same and never will be, but you can acomplish almost the same with less. thats the point. but i think you should stick with this for now. ( 3000 for a weapon in a first person shooter or other singel/ some player game is not much )

if i where you i would stay away from the pc! this way you can "show" that your able to live without it ( show, i know it is painful )

and in this time you're able to think about your own weapon

good luck man.
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Old 08-31-2006, 06:09 AM   #5 (permalink)
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Looks real nice to me mate.

The only thing I would consider to add some polys to, and that would only be depending on how the engine works, is the sights. The rear sight looks exactly what it is from the rear, lowpoly, and if the engine it's intended for uses the acctual model for a sightpicture it might take away a little ompf from an othervise great model. If that's the case it shouldn't cost you more than 50 polys to make the rear diopter ring alittle rounder
I'm lucky that the engine I work with only uses a plane with texture as sightpicture, so I can afford to make an additional model with highpoly sights and render out a texture of. That combined with some painted lovin usually does the trick.
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Old 09-10-2006, 10:32 AM   #6 (permalink)
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I'm back
Xadeko, I didn't have time to unwrap again... so this will have to do. I've used a checker while unwrapping and all the parts have the same resolution, so this won't be a problem. The parts that are almost 1 pixel are too small anyway As for the model... I will leave it like this.
SnowFella, I want to see first how it looks in the game. If the sight is not round enough I'll add more polys there.
Here is the uptate on the texture:




Also, I'm not sure that I can call this a weapon but it was used like a weapon... and most of them have weapons on board :-P Actually I don't want to make another thread just for this ... What was I talking about ? Right... the plane. As you can see it is a Polikarpov, WW2 I think... I'm doing it just for fun. My first plane, all I want to do is keep it under 2000... I'm not sure about the 'edge flow'... but I really like planes... so this is just the begining.


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Last edited by andrei313; 09-22-2006 at 02:34 AM.
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Old 09-22-2006, 02:32 AM   #7 (permalink)
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I think I finished the Boys Mk1 Anti-tank Rifle Here it is:


I've also started a new weapon... I need a lot of help with this one... It is a Lee Enfield No 1 Mk III Rifle. Here is what I have so far:



I tried to follow some blueprints as close as I could but some proportions seam off... I don't know why
Also... if someone hase some goor refs on the loading mechanism of this weapon, it would be great. And a few more perspective views would also help with the proportions. All the good refs I have so far for this are:
- http://gunpics.net/uk/no1mk3/no1.html (just side views)
- and a disassembly pdf that has a lot of closeups but I still can see how the barrel looks from the fron... and from the top.
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Old 09-22-2006, 03:19 AM   #8 (permalink)
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Quote:
Originally Posted by andrei313

PS: I promised my girlfriend not to touch the computer for 10 days
Woah! thats harsh

I was about to comment on the MK1 Boyes gun but I see that Snowfella has already made the comment about the sight, thats the only thing that really struck me on that model the rest of the geometry looks really clean to me. The one thing I noticed about the texture though is the brown handle at the back, it looks as if it could do with one more pass for highlights and shadows, it doesnt look as well done as the other brown parts I mean

Thanks for posting the flat texture too thats a big help to me with texturing the UT weapon for this months comp.

I've been following your weapons thread on CGTalk for a while now. I spoke to a guy recently who is in his first year of a games course at university and they were given some of your wireframes as reference on how to use geometry for low poly weapons
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Old 09-22-2006, 03:35 AM   #9 (permalink)
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Quote:
Originally Posted by Alchemist101
I've been following your weapons thread on CGTalk for a while now. I spoke to a guy recently who is in his first year of a games course at university and they were given some of your wireframes as reference on how to use geometry for low poly weapons
Are you talking about me? Are you saying that I know how to model? Thanks... It is very nice to hear that.
I'm glad the texture helps. I post it so that people can help me to make it better... but if it helps other people as well... that is perfect
Here is an update on the texture if anybody is indetersted:


About he sight... I see a lot of people insist on this.. not just on my weapons. My problem is that I've never seen one of my weapons in a game... and I don't 'feel' what you guys are saying... For now I'll just trust you I hope to see on of the models soon in a MOD. This would really improve my skills.
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Last edited by andrei313; 09-22-2006 at 03:38 AM.
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