Mwip: Hmg For Replacement Set.
Kaine
Join Date: 2002-08-07 Member: 1096Members, Constellation
<div class="IPBDescription">need feedback/input :)</div> Okay, some of you may have seen my grenade launcher on this set, ( <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=20823' target='_blank'>Linkage</a> ) and this is the much-anticipated hmg version. its still in-progress, and i would like some ideas for a; the sights, and b; details for the receiver.
<span style='color:red'>*edit* oops, forgot polycount, its 1450, without any optimizations.</span>
Render1: Raytrace shadows, shows ugly no-detail receiver, but still purdy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<span style='color:red'>*edit* oops, forgot polycount, its 1450, without any optimizations.</span>
Render1: Raytrace shadows, shows ugly no-detail receiver, but still purdy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
People in the movies hit walls most of the time....
I love the model BTW
SO THERE.
pics:
oh, and its about 1900 faces, not optimized.
BTW I can tell I am never going to outlive this....
- perhaps cut down on the number of holes cut in the side, or change them, there are so many they are freaking me out.
- stock is too small, make larger! this is a big mean heavy machine gun remember
- make aimpoint larger and perhaps a bit more interesting (consider adding an acog style thing)
the aimpoint will change, but not much. point me out an acog and i'll check it out. and the holes stay. if you had any idea how hard that was to get them the way they are you would never, ever, ever mention them again <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
<img src='http://odspec.com/TacticalSights/TAO1NSN.jpg' border='0' alt='user posted image'>
as for the holes i just noticed that they didnt go through the entire model like i originally suspected (atleast it appears they taper a bit) , im guessing by your reaction you must have done something like individually surfaced all the vertices. next time id suggest connecting the holes together to make 1 hole that goes all the way through and slide the barrel through that, it will halve the number of polys you have to use. other thoughts, cut down on number of cylanders, i mean the detail ontop of clip can go - should give you another 50 -100 polys at least, maybe reduce barrels to 6 sided stuff, you also put holes in the grip of the gun, they wont be seen ingame much anyway, they can go and i noticed a few faces with beveling that wasnt really necessary. Put those polygons into places where they make a big difference <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
very nice indeed Kaine... i'm looking forward to seeing the whole set of models (and getting a better comptuer so that it can handle the polycounts....)
having a row of tiny pics of the aliens (specially skulks and fades) that looked like stencil+spray paint (in blue, red or white maybe) would look very cool also (just do a set number of aliens, not one of each but since it represents kill count) - it's probly a thing for the skinners to worry about but what do you think of it?
-- Codeman
Now make the pistol^_^
<img src='http://odspec.com/TacticalSights/TAO1NSN.jpg' border='0' alt='user posted image'>
as for the holes i just noticed that they didnt go through the entire model like i originally suspected (atleast it appears they taper a bit) , im guessing by your reaction you must have done something like individually surfaced all the vertices. next time id suggest connecting the holes together to make 1 hole that goes all the way through and slide the barrel through that, it will halve the number of polys you have to use. other thoughts, cut down on number of cylanders, i mean the detail ontop of clip can go - should give you another 50 -100 polys at least, maybe reduce barrels to 6 sided stuff, you also put holes in the grip of the gun, they wont be seen ingame much anyway, they can go and i noticed a few faces with beveling that wasnt really necessary. Put those polygons into places where they make a big difference <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Whats the god dam point of adding a scope?!!!??! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> YOU DONT EVEN USE IT!
dont bother about adding that, theres no point, the gun looks ace how it is atm! KEEP it how it is.
and plus who want a stupid bipod, but at least you've kept it consealed Kane!
DONT ADD THE SCOPE!
if TalShiar wants his god dam scope, get him to add it him self! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
<img src='http://odspec.com/TacticalSights/TAO1NSN.jpg' border='0' alt='user posted image'>
as for the holes i just noticed that they didnt go through the entire model like i originally suspected (atleast it appears they taper a bit) , im guessing by your reaction you must have done something like individually surfaced all the vertices. next time id suggest connecting the holes together to make 1 hole that goes all the way through and slide the barrel through that, it will halve the number of polys you have to use. other thoughts, cut down on number of cylanders, i mean the detail ontop of clip can go - should give you another 50 -100 polys at least, maybe reduce barrels to 6 sided stuff, you also put holes in the grip of the gun, they wont be seen ingame much anyway, they can go and i noticed a few faces with beveling that wasnt really necessary. Put those polygons into places where they make a big difference <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Whats the god dam point of adding a scope?!!!??! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> YOU DONT EVEN USE IT!
dont bother about adding that, theres no point, the gun looks ace how it is atm! KEEP it how it is.
and plus who want a stupid bipod, but at least you've kept it consealed Kane!
DONT ADD THE SCOPE!
if TalShiar wants his god dam scope, get him to add it him self! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Don't be a llama, silly boy. A scope is a visual attraction, and for a few hundred extra polys, can make a model look better than it already is.
This is the future, we fire from the hip now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i think i'm using this fellas little brother as my LMG at the moment and i bloody love it! its nice and short so you can still see what your shooting at and i think it makes the weapon feel better.
This will probably be the last version, 'cause you can't please everybody and i'm happy with it. now i need a skinmesher. someone... pleeeeeeeeeeeeease mesh it for me... pleeeeeeeeease. i have a few ppl lined up to skin, i just need a mesher <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I've tried, but i can't get it right. :\
*edit* New pic...
-- Codeman
i can mesh it given time and if you can find a skinner :\ pm me if you still need it meshed.