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Quake 2 Machine gun model

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  • Helloween
    started a topic Quake 2 Machine gun model

    Quake 2 Machine gun model

    After finishing my first model attempt with the super shotgun I decided to start a new project.

    This time, I will try to redo the Quake 2 machine gun.

    So here you have the finished high poly model. I didn't try to stay faithful to the original model as to get a realistic and as much as possible organic model.





    So please any sincere critic or suggestions are always welcomed.

    Till next time cheers!

  • MadGypsy
    replied
    I found this awesome cannon reference sheet

    Jon Lehr 3D Modelling/Texturing: Cannon - Reference Sheets

    and



    and



    and



    There are all kinds of ways this information can be chopped up and combined differently to make some bad-ass cannon, small enough to push all over the place.

    *images link to their source page
    Last edited by MadGypsy; 04-08-2013, 10:40 AM.

    Leave a comment:


  • Spiney
    replied
    Lol, Serious Sam has a cannon. You don't push it around unfortunately.
    I remember the first time I encountered it in the game. Had to laugh pretty hard at the bluntness of it all.

    Leave a comment:


  • MadGypsy
    replied
    uhhh. you weren't disrespectful. Not even a little. Maybe I sounded offended, who knows...Happy Christmas.

    aside: You should build a cannon that you push in front of you. Summin' like this



    I've never personally seen a FPS where you push around a cannon.
    Last edited by MadGypsy; 04-07-2013, 10:03 PM.

    Leave a comment:


  • Helloween
    replied
    MadGypsy I'm sorry for my post,
    please belive me that I didn't wonted to be disrespectfull to you!

    I just wanted to say that talking of polys or vertices doesn't make to much difference
    since they are correlated.

    In my previews post I just wanted to say that even CPU that can be considered old can handal this amount of vertices with no hassle.

    Leave a comment:


  • MadGypsy
    replied
    I'm shure that you read that somewhare, but that was 10 years back.
    no it wasn't ten years ago. It was like 6 months ago. I am going to go find that article right now. It was so short of a time ago that I even remember what I was googling when I found the data. I will edit this post when I find the info

    edit: Grr I can't find it. I know I am hot on it though cause I found this and I remember reading that page when I found the other page.

    edit 2: my original search (6 months ago) was for vertex (not poly) count of a character model. I am looking for a thread that is asking this question and a response similar to

    "Well, that all depends, are you using any surface maps. If so...blah blah blah"

    The problem is, I think this particular topic has been covered to death even more in the last 6 months and buried the tiny article I am looking for. Of course I could just google the information that I am trying to share, but that is boring, cause you could do that too.
    Last edited by MadGypsy; 04-05-2013, 06:31 PM.

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  • JDSTONE
    replied
    Inside3D - Quake Community - I only had one officer, Mr. Keg

    check this out! wow seems like you you have modeling down!

    Leave a comment:


  • Helloween
    replied
    I started on the second of january this year...

    About the exploding nails, nice idea but I know nothing about programming so...

    Leave a comment:


  • JDSTONE
    replied
    i dig the gun! how long have you been modeling? if it was me i would set it up to shoot exploding nails!

    Leave a comment:


  • Helloween
    replied
    Hi MadGypsy,

    I'm shure that you read that somewhare, but that was 10 years back.
    Think, that today's game like Mass effect as a console game uses for the main characters 25000 polygons, Crysis 2 50000 polys.

    But in the end your wright, few polys the better, but to keep the esencial form of the low poly model I hed to stuck at 5000 polys!

    Cheers!

    Leave a comment:


  • MadGypsy
    replied
    wow thats a crazy amount of polys for a gun. Are you using any maps too (norm, spec, etc)? I read somewhere that the engine has to calculate vertices for the original model and once again for each map. So a 5000 poly model using 2 maps actually turns into a 15000 poly model in calculations. I'm not sure what i just said is 100% accurate, but I'm in the ballpark of truth.

    Nice gun btw, it reminds me of one of the Halo weapons a bit.

    just cant really think of any game or such you could use it in
    LMAO! - Yeah I can't think of any game you can use a gun in either
    Last edited by MadGypsy; 04-05-2013, 02:29 AM.

    Leave a comment:


  • Helloween
    replied
    Hi Hectate and thank's.

    For the first question I can say that the model is pretty close to an original model in size,
    but in game the look changes depending of the distance from the fps camera point.

    Reguarding the second question I would realy like to make it transparent, but I don't know how to do it in Quake 2 to get a glass feeling out!

    The final ingame model consist of 5600 poly's hands not included....

    Cheers!

    Leave a comment:


  • Hectate
    replied
    Hey good job on the model; better than I can do at this point (but I'm practicing while I'm putting my mod together). I do have a few nitpicks though - not about putting realistic weapons in Quake (that's the choice of the person that uses it anyway) but about the realism of the model itself.

    1. Even for an M4 that seems a bit short looking. I think the size of the muzzle makes it look stubbier, and I think the in-game screenshot might have a wide FOV?
    2. The sight on the top is modeled after an EOTech it appears (I've used them). The blue "radar" screen looks really weird to me - too large of the coverage and just out-of-place, it'd be better to make it just "empty" so you can see the inside I think.

    That said, it's still a great model. How many polygons did you get it down to after baking the normals?

    Leave a comment:


  • Helloween
    replied
    Ok, this is it.

    I finally finished the whole animation thing and can share with you the model.

    It tooke me some time to proper learn how to do a bone rig with controllers etc.,
    but at the end I'm realy satisfied with the animation. Please don't get scared cos it's
    very different from the original. I hope that after some time you get along with it!





    http://www.freefilehosting.net/quake2machinegun4413

    Please feel free to post your comment's and suggestion...

    Cheers!

    Leave a comment:


  • talisa
    replied
    yeah of course, the model does look really great, and i agree it would be a complete waste
    to put so much work into such a great model and then not finish it.

    i think its looking really great personally

    just cant really think of any game or such you could use it in

    Leave a comment:

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