Lmg Revised <in Progress>
PreDarSatan
Join Date: 2002-12-17 Member: 10988Members
<div class="IPBDescription">Working on it, I need some tips :)</div> First off all: This is just a P R A C T I C E
So don't say I suck or anything, I've been in the official avp mod community for over a year, and since you all compare this game with avp ... ^_^
It's a practice for neater models I might make later. I don't know anything about hl modding, but I do know howto use 3dsmax. So if anyone could aswell point me to some hl weapon tuts <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I came at the idea after I read that wristblade thingy and I thought, hey lets do some practice first and then make a real damn sweet wep =]
Note: It's NOT textured because I don't know if it is possible in 3dsmax and if the exporter to hl would support that.
Second note: again, it's a practice, so give me advise that'd help me out.
Third note: ss's attached, wireframe, most people like that most as it shows them the polies <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
So don't say I suck or anything, I've been in the official avp mod community for over a year, and since you all compare this game with avp ... ^_^
It's a practice for neater models I might make later. I don't know anything about hl modding, but I do know howto use 3dsmax. So if anyone could aswell point me to some hl weapon tuts <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I came at the idea after I read that wristblade thingy and I thought, hey lets do some practice first and then make a real damn sweet wep =]
Note: It's NOT textured because I don't know if it is possible in 3dsmax and if the exporter to hl would support that.
Second note: again, it's a practice, so give me advise that'd help me out.
Third note: ss's attached, wireframe, most people like that most as it shows them the polies <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Comments
Here's a new one without a grid. the 'none round' parts have to do with the poly count ;-)
But they are easilly shadowed with textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
First off, streamline it a little more so that it doesn't go from the cylinder attached to the hands to the rectangle used for the barrel. Another thing that bugs me is the thingy on the end of the gun. Bleh.
Umm, ideally your polycount for the model should be between 1100-1500. Any more and it's considered Hi-Def.
If i'm forgetting anything, forgive me, techno-trance relaxes me too much.
The clip seems a bit abbrassive... Short, and with so many sharp angles. A good skin would probably give people a better impression of it, but I'm trying to look past that at the practicality involved in the construction of a good assault rifle. First, there's the immutable fact that assault rifles originated from a need to lay down heavy amounts of fire from a relatively compact [compared to an MG42, for example] format. A large clip and full-auto firing assures this, but how do you control something firing so quickly? The broomhandle grip is different, compared to the regular pistol-style grips people usually ascribe to the modern assault rifle, but it doesn't promise more control. You would probably need a shoulder stock for that. Unless you're working under the understanding that the NS assault rifle is frustratingly weak and the gun's weight is enoug to ensure an acceptable return to target, in which case the small clip and lack of shoulder stock can be understood.
And if the bullets are really so small, why is the rest of the gun so large?
Just a few points that came to mind at first glance...
The only weapon model tutorial for HL I know of [I haven't really looked much] is <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials.shtml' target='_blank'>here</a>.
Hope that was helpful...
lmfao
FORM FOLLOWS FUNCTION
think about what a weapon is designed to do, think of the problems gun designers have had about containing and directing the kintetic energy and mass (if its a projectile weapon) and make the shape reflect that.
coolness is always secondary to belivablity, may i suggest you redesign (or heavily tweak) that entire weapon.
hope this helps a bit.
oh before i forget, heres a weapons tutorial for j00.
<a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/scarecrows_tutorials/weapons/weapons.shtml' target='_blank'>http://www.planetquake.com/polycount/resou...s/weapons.shtml</a>
First off, streamline it a little more so that it doesn't go from the cylinder attached to the hands to the rectangle used for the barrel. Another thing that bugs me is the thingy on the end of the gun. Bleh.
Umm, ideally your polycount for the model should be between 1100-1500. Any more and it's considered Hi-Def.
If i'm forgetting anything, forgive me, techno-trance relaxes me too much.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I was worried a bit about the polycount, and it's like really low at the moment. This one helped <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
But hammer/worldcraft is so different than 3dsmax and it makes it really hard to learn an editor that is totally different
exactly..i know it isnt skinned...im just commenting on what you have shown us...which looks like a lot of household items stuck together with sellotape and wrapped over with over-shiny tin foil....
hehe, ok your right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
ive just been playing around with ya.
the design itself looks good, but the textures you have placed on it at the moment sorta ruin it. if you skin it, it will look better...as long as you dont skin it silver.....