Author Topic: Scripter Needed (Model is surprisingly good for a first)  (Read 978 times)

I've recently spent around 1-3 days working on a weapon. This isn't any plain 'ol gun or automatic. It's a Laser SMG. That's right, rapid fire lasers. My original intention was a Laser Pistol (NOT a blaster). I then felt the model to simple and a little too empty on the under side of the barrel. I would do the script myself but I would have to use other weapon examples and then spend time renaming datablocks. Plus there are some stuff I do not know how to do. Keep in mind this is my first weapon model.

Of course I can't request it to be scripted without pics. But I got something better than pictures. Video!

Pictures for those who are too lazy to click links.
Will get some soon.

Rendered Pictures
Working on it.

IMO, The model is terrible. (Blocko style)

It's too fat, and has way too many faces.
This is blockland.

It's not bad for your first, It's good for your first.
I suggest cutting down on the detail.

I think sketch-up teaches people terrible things. Including my self.

« Last Edit: November 05, 2009, 06:50:19 PM by MtnDew »

IMO, The model is terrible.

It's too fat, and has way too many faces.
This is blockland.


Keep in mind this is my first weapon model.
Too fat? I made the handle in milkshape to fit the hand, then imported it into Sketch up to work on.

First time I showed it to you, you said it was good for a first :(

Too fat? I made the handle in milkshape to fit the hand, then imported it into Sketch up to work on.

First time I showed it to you, you said it was good for a first :(
Yeah but.. :C

Truthfully, It's really good for your first.
My first model was stuff.

Just try to lower the polys, and sure enough. You'll have a blocko gun in no time.

I suggest cutting down on the detail.
Tips on cutting down on detail?
Like what should I remove?

I can remove some polys I guess. I think I know what you mean by it not being Blocko.
« Last Edit: November 05, 2009, 06:55:30 PM by The Russian »

Tips on cutting down on detail?
Like what should I remove?
Lately, I've adapted this way of modeling in sketch up.
And it seems to pay off in the end.

Let's say you want to model a SMG.
In a basic stance, A SMG is made of 2 basic shapes.
A rectangle, and a rectangle stub as a handle.

Start off with simple shapes, and add detail like grip and clips later.

Sure, you can have the doves at the top. But do you really need so many?
If you can tell that a model was made in sketch up, Then you did something wrong.
(^^ In game ^^)

I'm going to either remove all the things at the top or remove some. I also will remove the curved side on the back.





Ignore the "Pandan" image tags.
Old pictures.

Which one looks more blocko to you? (Of my two)



Second one?

If I'm right, it's surprising considering that the first one is bigger.

Second one?
Yep. Believe it or not.
The glock has more polys.
Because i added un-necessary detail that can't be seen in blockland anyways.
Like the grooves on the slide.

Second one?

If I'm right, it's surprising considering that the first one is bigger.
Bigger/Scale has nothing to do with polys. :C

Hmm

I'll try improving it. I might redo (completely) it in a more blocko style too. The ridges can be minimized. Some rampish corners can be removed. What about the clip?

Clip should just be a box.
You don't need to "sub-surf" everything you make.

Bigger/Scale has nothing to do with polys. :C
K got it. Polys matter on how much detail.