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Posted

Hello, this is my first topic at mapcore, hopefully only one of more to come! Anyway, here is a pistol model I've been working on for some time, I'd love to hear people's thoughts on its construction, etc. Since this particular set of renders I've gotten rid of alot of the extra polygons along the middle where I mirrored it, and rebuilt the trigger to get rid of several more polies. Thanks in advance! :)

pistol_PC1.jpg

pistol_PC2.jpg

Posted

onoz weapons on mapcore!

uhm, well its a weapon, we can all see. i am wondering why your poly balance is so crappy. you have like 1000000 polies in the handgrip and like 5 on the top, where the player might be watching the most of his time....

and btw, i think nobody wants to see untextured weapons, because there are like millions on the net already. you have to come up with something new.

Posted

Thanks for the reply. I know that unskinned models are boring, but I don't see the point of unwrapping it before I finish the construction. You certainly have a point about the poly balance... I'll see what I can do about it (the little knob on the handle was my favorite part to model) :)

Posted

Hessi, it's a WIP - stop being an ass. It's hardly like generic prop models are 'new'.

It'd be harder to help if you cleared up redundant edges all over the gun. The magazine release is extremely messy, I don't know if you might have modelled it into the gun? Also, is this modelled off a real weapon? - because the slide looks far too small to me and the barrel looks to be under the slide.

Posted

Hessi, it's a WIP - stop being an ass. It's hardly like generic prop models are 'new'.

It'd be harder to help if you cleared up redundant edges all over the gun. The magazine release is extremely messy, I don't know if you might have modelled it into the gun? Also, is this modelled off a real weapon? - because the slide looks far too small to me and the barrel looks to be under the slide.

I mentioned in the first post that I've merged the mirrored polygons since these renders, but I probably should've just taken the time to re-post updated ones. I used this picture for reference. I suppose it might be useful to say that this gun isn't *just* going to be appearing in a first person view, but will also be seen as a pickup. Quake3 can have different models for both view and general pickup, and so the view model will be lower-poly in the handle area.

I suppose I forgot to model the little bits and pieces on top of the slide, I'll make sure to do that, too.

Thanks for the crits :)

Posted

It's not the mirrored polygons (I understood the reason for them), it's just on the top of the frame, for example, there's lots of edges creating unnecesary polygons. Also, 3rd person mesh's should be a completely different model.

The part under the front of the gun is also a rail to attach flashlight/laser modules.

Posted

I like the model. My first weapon I did with XSI looked similar.

The knob to save and unsave the weapon should be on the

other side of the gripping section unless it's a left-handed gun. :D

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