High Poly Ns Model Pack.
Spydr-modeler
Join Date: 2003-08-12 Member: 19601Members
<div class="IPBDescription">Need skinners and animators for the pack</div> Hey everyone.
I registered for the forums to try to get a skinner and animator who are interested in making a high poly Marine model pack for NS (with a few modeifications). This would basically consist of models that look almost the same as the original models (Marine weapons and buildings, not players (unless there is a player modeler around)) except minor differences.
So far I have made an LMG and a Pistol for this model pack (still making slight changes to try and reduce the poly count about 2000 for the LMG (no deleted back faces)), but I don't want to make anymore models until I get a skinner and animator lined up. For the LMG I got rid of that monitor thing under the scope and added a carry handle (kind of like the M4A1) and modified the foregrip, I also made the stock collapseable. For the Pistol I basically made it look similar (with an LAM forward attachment) but it has a body more closly related to the Glock.
I registered for the forums to try to get a skinner and animator who are interested in making a high poly Marine model pack for NS (with a few modeifications). This would basically consist of models that look almost the same as the original models (Marine weapons and buildings, not players (unless there is a player modeler around)) except minor differences.
So far I have made an LMG and a Pistol for this model pack (still making slight changes to try and reduce the poly count about 2000 for the LMG (no deleted back faces)), but I don't want to make anymore models until I get a skinner and animator lined up. For the LMG I got rid of that monitor thing under the scope and added a carry handle (kind of like the M4A1) and modified the foregrip, I also made the stock collapseable. For the Pistol I basically made it look similar (with an LAM forward attachment) but it has a body more closly related to the Glock.
Comments
Nice models, btw.
Perhaps to reduce the poly count (only as a suggestion), remove the 'unusable' scope off the LMG.
I never have liked having accessories that cant be used. It would knock back the polycount quite a bit too.
these are top notch stuff though, im hanging onto this thread, can't wait to see some progress <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
at5kspydr@hotmail.com
Sykotic, that is a good idea actually, but the scope adds... charactor (I guess that would be the right word) to the model, and plus makes it more closly related to the original. Maybe make a different scope that is more of a red dot sight than a scope, so it would be "used" (red dot sights, like aimpoint in current times, do not have a zoom, but are just a way to aim the gun easier without using iron sights). This gives me an Idea for a different look to the LMG, I might make it to see what you guys think, instead of describing it. I could also have a version with and without the scope, but yes, getting rid of the scope does lower the poly count quite a bit.
Sorry Maus, but I like Glocks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
keep up the awesome work mate <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Here is what I was thinking the LMG could look like, what do you guys think?
...
But I still like standard ironsights <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> meh.
As for the pistol...may I make a suggestion? I present the following, concept art for the X-Com: Apocalypse human pistol:
<img src='http://dynamic.gamespy.com/~xcom/images/x8x6x15.jpg' border='0' alt='user posted image'>
If you want a more Glock-type look, then by all means, keep your current handle and slide style. But rather than a LAM with nonexistant laser, you may want to take this concept of a futuristic, self-unloading pistol magazine up front there. It'd have a kick-butt animation, too. (Though I have no idea where the shells would be ejected.)
One thing that I find hard to understand (i know it is a fake gun, but...) is how the bullets can have any accuracy because they are near the front end of the barrel, and everyone knows that the longer the barrel the more accurate the gun is (that would probaby have a barrel length of about 2 centimeters, basically that pistol fires randomly).
Oh, and if you like the way America's Army did iron sights (sprites) you could have that done very easilly for every game (that I know of). All you need to do is know how to make sprites and replace the crosshair sprite with your iron sight sprite.
One thing that I find hard to understand (i know it is a fake gun, but...) is how the bullets can have any accuracy because they are near the front end of the barrel, and everyone knows that the longer the barrel the more accurate the gun is (that would probaby have a barrel length of about 2 centimeters, basically that pistol fires randomly). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Who says the bullet doesnt follow that red-glowing tack up to the back of the pistol? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Plus, theres no hammer to speak of, so it might be kinda weird in that aspect aswell...
...
Make sure there isn't any copyright infringment stuff on the Apocolypse pistol if you do make it. Don't want the evil people to decend on you with a lawsuit, or something.
My guess is that it'd be caseless ammunition (explaining the pistol's high damage and lack of a shell ejection port) but I don't know if the animator has the ability to disable ejected shells for just one weapon.
As for the lack of barrel distance for the bullet to travel in...you make a good point. The pistol is NS' most accurate weapon, so that short distance would be a bit odd. If necessary, might as well use the usual magazine-in-the-handle, but that leaves two things: the decision on what to have at the front (I suppose a LAM would be fine by your point about the crosshair) and I still would like to have a self-ejecting clip animation <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[edit]By the way, X-Com Alliance got scrapped. I own a promotional poster that says at the bottom "Coming soon for Windows 95/98." Don't worry about copyright infringement.[/edit].
but please... please keep the scope. it's honestly kinda fuggles with that big illum. reticle in the front...
More people using the word clip when they really mean magazine !
:p
[edit] Forgot to add the smilies so that people know I'm just poking fun[/edit]
I put the magazine in the front and made the bullets smaller, the bullet would go through the middle tube and into the chamber, so it would have a casing (I'm thinking about making the magazine larger and bullets larger if I decide to actually do this).
What do you think?