Livo on 29/5/2006 at 03:10
Quote Posted by FunkyG
Livo, you sound like you know what you're talking about, i'll square up the front bit some more. but i dont know what a forward assist is?
link some pictures of an ar15 you want me to make this look like and i'll have no trouble.
same with the farscape gun.
Thanks again guys, your comments are invaluable!
(
http://world.guns.ru/) has a few pictures in the assault rifles section of some of the AR15 variants.
The forward assist is the rounded cylinder you've got on the left-hand side on the back portion of the model.
Oh, will you be modelling the left arm holding onto the weapon as well?
FunkyG on 29/5/2006 at 03:39
I certainly will be modelling the player arm for the AR... I've always thought it a bit odd that Goggles is running around rambo style. maybe they were originally going to include an akimbo mode for all the weapons, in which case that would screw it up.
I'm redo-ing the laser gun at the moment... as a cross between ss2 original and farscape style. unfortunately I've got to start work now. I'll post a screenshot when i get home and can start work on it again.
And i've redone the wrench... the _w file not the in hand version, just as practice.
I'm really enjoying this, I recommend to everyone that isnt quite sure if they should try re-modelling ss2 content: Give it a go! its nowhere near as hard as i originally thought it would be.
-Evan
Ultraviolet on 29/5/2006 at 06:46
Woot!
Main feature I like of the Farscape gun is the "ribbed" appearance of it, the downward hanging underbarrel section, and the blunt front-end. The Giger-esque features of it are a little less desirable, but overall I like it. I do like the rounding of the SS2 laser pistol, but I think it should be slimmer and perhaps taller (or just taller in proportion to its width without actually being taller).
Take that how you will. Glad to see you working on this!
Eldron on 29/5/2006 at 10:38
Well, there's tons of detail there where you'll just be way better of texturing, since those uneeded details will end up working against you.
Even 1k triangles is overkill.
(
http://en.wikipedia.org/wiki/KISS_Principle) "keep it simple, stupid"
FunkyG on 29/5/2006 at 10:56
but then again, if it can be done... then why not? :cheeky:
If i have troubles... then i'll dumb it down... otherwise i'd like to try to get the best out of it.
take this into consideration... the original model had 300 triangles. what i've done is merely 4 times that. I reckon the engine can handle that. However if i get an overwhelming amount of KISS then i'll have no choice but to chop out the detail. :(
-E
Eldron on 29/5/2006 at 11:06
it's not about what it can or cannot handle, it's just that you can't save a bad texture with a highpoly model, since the texture will end up making or breaking the model.
FunkyG on 29/5/2006 at 11:22
ah, i see... i haven't gotten to the texturing side of things yet. What are the problems that i'll probably encounter? i was imagining it to be as easy as uvw unwrap then edit it till i get what i want.. is this not the case? does the dark engine itself throw curve balls in regards to texturing?
-E
Ultraviolet on 29/5/2006 at 12:42
I LURVE IT but I don't think the underbarrel part should get thinner near the bottom quite that much, and maybe it should stay flatter at the top (curved along the length but not risen up) (but don't compromise artistic vision too much)
FunkyG on 29/5/2006 at 13:40
Alrighty then... i've got the laser, the assault rifle and the wrench into the game, alas no textures yet. i shall burn that bridge when i come to it. Its time for my beauty sleep now, but i'll continue the saga whence i return from work at 7ish tomorrow arvo.
take care all.
Any requests for the next weapon?
-E