[wip] Rtx Shotgun
Strap
Join Date: 2004-08-29 Member: 30995Members
<div class="IPBDescription">concept by njroo ke</div> Well, here it is. Another installment to the RTX saga. Slightly tweaked for more detail and realistic mechanics.
<img src='http://home.comcast.net/~alechenning/renders/RTXsg1.jpg' border='0' alt='user posted image' />
(the ammo trapdoor is open to show that it does infact open)
<img src='http://home.comcast.net/~alechenning/renders/RTXsg2.jpg' border='0' alt='user posted image' />
And here's the original concept:
<img src='http://home.comcast.net/~alechenning/renders/RTXsgConcept.gif' border='0' alt='user posted image' />
++ADDITION++
<span style='font-size:14pt;line-height:100%'>Here is the 3ds file for unwrapping/skinning:</span>
<a href='http://home.comcast.net/~alechenning/RTXsgByStrap.3DS' target='_blank'>RTXsgByStrap.3DS</a>
I exported without saving max's texture coordinates-- thus you shouldn't have to reweld all the vertecies and the smoothing groups will still be there. (I imported it back into max, and it looked perfect, along with Ms3d).
The polycount stands at 1720.
Have fun!
Note: credits go to Njroo Ke (or Rooke) for the RTX concept, and to me (Strap) for the model, and to you if you skin it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
++ADDITION++
<img src='http://home.comcast.net/~alechenning/renders/RTXsg1.jpg' border='0' alt='user posted image' />
(the ammo trapdoor is open to show that it does infact open)
<img src='http://home.comcast.net/~alechenning/renders/RTXsg2.jpg' border='0' alt='user posted image' />
And here's the original concept:
<img src='http://home.comcast.net/~alechenning/renders/RTXsgConcept.gif' border='0' alt='user posted image' />
++ADDITION++
<span style='font-size:14pt;line-height:100%'>Here is the 3ds file for unwrapping/skinning:</span>
<a href='http://home.comcast.net/~alechenning/RTXsgByStrap.3DS' target='_blank'>RTXsgByStrap.3DS</a>
I exported without saving max's texture coordinates-- thus you shouldn't have to reweld all the vertecies and the smoothing groups will still be there. (I imported it back into max, and it looked perfect, along with Ms3d).
The polycount stands at 1720.
Have fun!
Note: credits go to Njroo Ke (or Rooke) for the RTX concept, and to me (Strap) for the model, and to you if you skin it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
++ADDITION++
Comments
just a little nit...perhaps the barrel could be lengthened to match the length of the stock. it kinda looks a tad too short.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
get in the habbit of posting polycounts when you post the model tho
get in the habbit of posting polycounts when you post the model tho <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Thanks... I've been on the forums for quite a long time though. I feel I have outgrown my old alias (check sig).
As for the PC, it's nicely below 2k at 1798. Considering all the contours and parts.
1) make the barrel a cylinder not a tube
2) reduce the number of sides on the top barrel
3) reduce number of sides on the bottom cylinder
4) reduce number of sides on the shells
Great job.
this shotty will straighly be used when it comes out. I hope it will come
gl with getting someone to skinmesh this beauty... i might give it a try if you want ? ( same with skinning )
.... -_-
not... fair...
Can't wait to see it skinned. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
whatever happened to that rtx pistol <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->?
I really like the model and its good that you got a new name, sounds more professional. Let's just hope you get a beautiful skin to go with it, cause the best model can be ruined by a crappy skin <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
edit-spelling
1) make the barrel a cylinder not a tube
2) reduce the number of sides on the top barrel
3) reduce number of sides on the bottom cylinder
4) reduce number of sides on the shells<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm going to chop that whole part out for the meshable version. So that should make up for your stated changes, polycount wise.
Any objections to me deleting all the front faces on the gun? (not the left side or anything, just the ones on the very end) I don't think any animations will be holding the gun with the barrel facing the camera <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .
I made huge progress on the RTX hmg, it just needs some tweaking and some sights. I'm also remaking the RTX lmg I made so long ago (sorry to void your work, skinny <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
Also.. the smoothing groups are true, as in, there are not triangles using no smoothing group (max allows this, but it messes up the groups when exporting or using in a game, so don't worry about that).
(I'll continue work if no one objects to the deleting of the faces on the end of the gun)
[...]
(sorry to void your work, skinny <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> )
[...] <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
nevah ! then i will reskin that one, and the next, and the next, and the next... you will never get away !! mwahahaha!!!
*cough* erhm.. yea, on a side note, i think you should wait with the face-deleting till later, i like whole models more...
Edit\\
sig aren't allowed to be as big as yours, max size is 400*75 and a total size of 22kb <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<a href='http://home.comcast.net/~alechenning/RTXsgByStrap.3DS' target='_blank'>RTXsgByStrap.3DS</a>
I exported without saving max's texture coordinates-- thus you shouldn't have to reweld all the vertecies and the smoothing groups will still be there. (I imported it back into max, and it looked perfect, along with Ms3d).
The polycount stands at 1720.
Have fun!
Note: credits go to Njroo Ke (or Rooke) for the RTX concept, and to me (Strap) for the model, and to you if you skin it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .