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View Full Version : [WIP] My SIG P226



FrostySnowman
November 25th, 2007, 01:51 AM
Hey everyone :) this is my first real attempt at making a good weapon to be put in Halo. So far, I have the model down. Before I lay down the smooth groups and skin, I'm looking for some criticism (NOT FLAMING). Thanks, this is my first, lol

I simplified the gun, but I tried not to overly do so. I also had a lot of fun making this.

There were a few techniques to model this, but most prominently, plane modeling (http://www.moddb.com/tutorials/23868/beretta-9000-video-tutorial). ;) (http://www.moddb.com/tutorials/23868/beretta-9000-video-tutorial)

http://img156.imageshack.us/img156/376/view01os3.th.png (http://img156.imageshack.us/my.php?image=view01os3.png)http://img442.imageshack.us/img442/1033/view02ey2.th.png (http://img442.imageshack.us/my.php?image=view02ey2.png)http://img515.imageshack.us/img515/415/view03wp2.th.png (http://img515.imageshack.us/my.php?image=view03wp2.png)

Renders:

http://img112.imageshack.us/img112/1238/render05ie3.th.png (http://img112.imageshack.us/my.php?image=render05ie3.png)http://img75.imageshack.us/img75/8418/render04wn9.th.png (http://img75.imageshack.us/my.php?image=render04wn9.png)http://img229.imageshack.us/img229/9668/render03ga0.th.png (http://img229.imageshack.us/my.php?image=render03ga0.png)


The weapon was based off of the pics:

http://img517.imageshack.us/img517/6849/sigsauerp2261xo1.th.jpg (http://img517.imageshack.us/my.php?image=sigsauerp2261xo1.jpg)http://img404.imageshack.us/img404/4846/ref1bc1.th.gif (http://img404.imageshack.us/my.php?image=ref1bc1.gif)

Leiukemia
November 25th, 2007, 05:49 AM
You're missing quite a few details, and your proportions are off. also, don't render in user that's why it look so weird. Render in user.

n00b1n8R
November 25th, 2007, 06:03 AM
also, don't render in user that's why it look so weird. Render in user.what?

Tweek
November 25th, 2007, 06:28 AM
you're rendering in orthographic view from a modified fromt/left/top viewport, making it shit.

take renders in perspective views. (F10, at the bottom you can select viewport)

i wouldn't say it's a good model, but it's not terrible either.
loaded with errors etc, but meh. at least you got a result wch doesnt burn out your eyes

FrostySnowman
November 25th, 2007, 01:10 PM
Yup. I posted bad renders. That's me being stupid :(

Here are the in perspective ones:
http://img112.imageshack.us/img112/1238/render05ie3.th.png (http://img112.imageshack.us/my.php?image=render05ie3.png)http://img75.imageshack.us/img75/8418/render04wn9.th.png (http://img75.imageshack.us/my.php?image=render04wn9.png)http://img229.imageshack.us/img229/9668/render03ga0.th.png (http://img229.imageshack.us/my.php?image=render03ga0.png)

I realize that when the handle is triangulated, it does look, sorta zaggy, but when I get to the smooth groups it'll be cleaned up a lot. What kind of errors do you see? Being specific will really help me ;)

I figured the loss of detail made could have been compensated by bump mapping.

Bad Waffle
November 25th, 2007, 01:15 PM
Why is this in the HCE section?

Anyways, capital looking gun. It isn't the best, but you did good for one reference.

legionaire45
November 26th, 2007, 11:45 PM
For a noob you have a good gun there, and its nice to see someone using a tutorial for a change. However, right now there are bunch of things on there that make the gun look (and I'm not assaulting you here) terrible. The gun is waaaaay too thin, in order to comfortably hold a pistol in your hand it needs to be a certain thickness, which that isn't. Basically, make it fatter. At the same time it is missing a ton of details all over the place that suggest that you don't have a deep understanding of how guns (at least pistols) work. See here:
http://www.streetpro.com/usp/images/usp_dtal.jpg
Notice how the barrel is it's own steel tube that sits inside the slide? In order for the round to be ejected properly the slide goes back while leaving the barrel in the same place, which allows the spent round to eject out of the ejection port which has now moved into position and also allows the spring in the clip to chamber a new round. The slide then comes back, which sets everything back up for the next round to be fired.

Basically use a low poly cylinder for the barrel and model the detail around that. You'll want to model your ejection port in as well. It looks like you are using either a single box or a single "level" of plane on the slide when you should have many more levels.

What I'll suggest for you is this: trash that model, watch that Bernetta 9000 tutorial again and actually model that exact gun as you watch. After watching that I was able to make this (image below) without too much trouble (it did take me a long time, probably close to 20 to 30 hours work total and I probably made 3 or 4 versions of it before I was happy), so don't give up and just take some time to sit down and learn. Once you've done the Beretta tutorial I suggest you take a look at this one here (http://www.moddb.com/tutorials/24143/creating-a-weapon-for-source). All 3 parts of it.
http://img2.putfile.com/thumb/7/19420290984.jpg (http://www.putfile.com/pic.php?img=5988765)

*EDIT* At the same time you seem to be confused in general about what bump mapping is for. Bump mapping is not where you thrown all the primary details of a gun on: you can't bump map a switch onto a gun no matter what. Dano would probably know better then me, but my understanding of bump maps is that you use them to get the extra texture-y goodness that would be impossible to model in (ex. the grain in wood or plastic or the scratches in metal) but still define the material/look of a weapon. Halo CE doesn't use FP weapon bump mapping afaik but you can bake the lighting onto the texture if you ever get that far.

Con
November 26th, 2007, 11:49 PM
Like Leiuk said, you're missing a lot of detail, and your proportions are off. What details you do have are inaccurate as well.

FrostySnowman
November 28th, 2007, 12:23 AM
Ok. Thanks very much for the professional advice legionaire45.

I was not sure before if modeling the inside was relevant to using it in a game.

Leiukemia
November 28th, 2007, 12:37 AM
Well, you definantly shouldn't be modelling all of the internals if it's for a game. But you should model anything internal you may see during a reload or idle animation. Also, his point was that you need to understand the workings of a gun to truly understand how to model it properly. Therefore not having peices attached to eachother that will move when the gun fires or is reloaded.

FrostySnowman
November 29th, 2007, 12:16 AM
Ok. Thanks very much for the professional advice legionaire45.

I was not sure before if modeling the inside was relevant to using it in a game.

What you said is what I got from legionaire45's post.

Rob Oplawar
November 29th, 2007, 02:18 PM
I think you guys are starting to go soft on me. Suddenly these threads are a lot less entertaining.

SnaFuBAR
November 29th, 2007, 03:48 PM
i just have the hardware blues :(

SnaFuhrer mode engaged.

firstly, your proportions are really really bad. that's what happens when you use a limited amount of references. secondly, holy cow, why is it so flat? you can see clearly that it has many steps in the surfaces, and the grip has some bulges. why is it all so flat like ross' 13 year old girlfriend's chest? lastly... non-planars and poorly cut faces. wow, i'd really love to whallop you upside the head for those.

all in all, i hope you at least learned control of the important tools. delete this and try again, paying more attention to detail and such.

Rob Oplawar
November 29th, 2007, 05:37 PM
that's better.

but why does everybody say delete it? NEVER DELETE ANYTHING! EVER! Come on, we live in an age where storage is cheap. Dirt cheap. Max files are small. I have hundreds of them all filed away. Why one earth does anyone ever delete anything other than big media files?

FrostySnowman
November 29th, 2007, 06:28 PM
i just have the hardware blues :(

SnaFuhrer mode engaged.

firstly, your proportions are really really bad. that's what happens when you use a limited amount of references. secondly, holy cow, why is it so flat? you can see clearly that it has many steps in the surfaces, and the grip has some bulges. why is it all so flat like ross' 13 year old girlfriend's chest? lastly... non-planars and poorly cut faces. wow, i'd really love to whallop you upside the head for those.

all in all, i hope you at least learned control of the important tools. delete this and try again, paying more attention to detail and such.

lawl!! I'm still learning

legionaire45
November 29th, 2007, 07:19 PM
that's better.

but why does everybody say delete it? NEVER DELETE ANYTHING! EVER! Come on, we live in an age where storage is cheap. Dirt cheap. Max files are small. I have hundreds of them all filed away. Why one earth does anyone ever delete anything other than big media files?
Personally I delete stuff that I find shitty because when I have a major criticism of something that makes it worthless I am now forced to make something better then before. It also keeps you from going back to a shitty mesh and starting up from it out of laziness.

Rob Oplawar
November 29th, 2007, 07:27 PM
I keep everything, because it's useful to look back on old projects and see how you did something, what you did wrong, and learn from your mistakes. The benefit of having these things still available should you ever need them outweighs the harm of filling up your hard drive marginally faster.

legionaire45
November 29th, 2007, 09:28 PM
I keep everything, because it's useful to look back on old projects and see how you did something, what you did wrong, and learn from your mistakes. The benefit of having these things still available should you ever need them outweighs the harm of filling up your hard drive marginally faster.
Well yeah, thats why I keep all my good stuff xD.

Let me give an example for my thing: I probably went through 3 to 5 versions of that MP7 up there, but I only have the last one. The other ones reaked of fail, and weren't worth going back to since they were error filled inaccurate messes. However, like you said I do go back to my good MP7 and such and look at it, and probably will do so later since I've gotten really rusty D=.

/threadjack