[Weapon] QSZ-92-5.8 [WIP]
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Chuc
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
Here's what it looks like'[R-DEV wrote:Chuc']Looking goodWhat's the sight picture like?

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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
Right, time for another update 
I've finished work on the left side (aside from some optimization and scaling) and added the hammer (what a bugger that was). Started working on correcting the right side as well. Pics:




After finishing aforementioned stuff it's time to make the shell ejection port
I've finished work on the left side (aside from some optimization and scaling) and added the hammer (what a bugger that was). Started working on correcting the right side as well. Pics:




After finishing aforementioned stuff it's time to make the shell ejection port
Last edited by Adriaan on 2010-07-11 01:30, edited 2 times in total.
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Chuc
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Rudd
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Re: [Weapon] QSZ-92-5.8 [WIP]
I'm astounded tbh, I never guessed you were hiding such talent Adriaan, you've always just been a friendly dutch voice to me 
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Sgt.BountyOrig
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motherdear
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Re: [Weapon] QSZ-92-5.8 [WIP]
hehe we have kept it well hidden.[R-CON]Rudd wrote:I'm astounded tbh, I never guessed you were hiding such talent Adriaan, you've always just been a friendly dutch voice to me![]()
it was just a matter of finding the right weapon to show off his talents

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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cyberzomby
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Re: [Weapon] QSZ-92-5.8 [WIP]
Nice one! Excellent that you picked up 3d modeling! Something I'd still like to learn someday. So good suggestion to stick to pistols at first. This is very inspiring!
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]
Its looking totally rubbish Adriaan, start again!
Na its looking really, really good so far
Two things that I would like to point out before you start working on them thou.
For the barrel itself of the pistol, the most effective way to make that is as a big long inwards cone rather than a cylinder since basically a cone will use 1/2 the tris and will look excatly the same as a cylinder once its textured up with a dark shadow inside
The other point is with the shell exit bit w/e its called can't think of its name right now, you should model that so it can be made workable for the animations etc and also model the bullet as well (think you can UV the bullet to anouther texture thou, but if not dosen't take a huge amount of space on the UV map
) and this way we can have it moving when you fire and reload etc 
Keep up the good work so far
EDIT: also anouther point is you will want to remove quite a bit of the model detail off for the 3p model like thous little edges for the top of the pistol to slide back on and do them via texture. Its good to have stuff like that for the 1p model but 3p its unnecessary so try and plan ahead on how its going to work etc
Na its looking really, really good so far
Two things that I would like to point out before you start working on them thou.
For the barrel itself of the pistol, the most effective way to make that is as a big long inwards cone rather than a cylinder since basically a cone will use 1/2 the tris and will look excatly the same as a cylinder once its textured up with a dark shadow inside
The other point is with the shell exit bit w/e its called can't think of its name right now, you should model that so it can be made workable for the animations etc and also model the bullet as well (think you can UV the bullet to anouther texture thou, but if not dosen't take a huge amount of space on the UV map
Keep up the good work so far
EDIT: also anouther point is you will want to remove quite a bit of the model detail off for the 3p model like thous little edges for the top of the pistol to slide back on and do them via texture. Its good to have stuff like that for the 1p model but 3p its unnecessary so try and plan ahead on how its going to work etc
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
Yep, I'll do that![R-DEV]Rhino wrote: For the barrel itself of the pistol, the most effective way to make that is as a big long inwards cone rather than a cylinder since basically a cone will use 1/2 the tris and will look excatly the same as a cylinder once its textured up with a dark shadow inside![]()
I'm not sure what you mean exactly with the first part, but I was planning on just making the hole in the slide (the shell ejection port) and the barrel that covers up the port while the slide is in forward position, with behind it the chamber. So the only part that would be moving there is the slide (and behind it the hammer). And I'll model a bullet in there as well.[R-DEV]Rhino wrote:The other point is with the shell exit bit w/e its called can't think of its name right now, you should model that so it can be made workable for the animations etc and also model the bullet as well (think you can UV the bullet to anouther texture thou, but if not dosen't take a huge amount of space on the UV map) and this way we can have it moving when you fire and reload etc
![]()
Yeah, theres quite an amount of long edge loops and chamfers that i should easily be able to reduce in to make the 3p and other lods.[R-DEV]Rhino wrote:EDIT: also anouther point is you will want to remove quite a bit of the model detail off for the 3p model like thous little edges for the top of the pistol to slide back on and do them via texture. Its good to have stuff like that for the 1p model but 3p its unnecessary so try and plan ahead on how its going to work etc![]()
Thanks for the feedback and comments so far, much appreciated!
I'll post a few more screenies sometime tomorrow
Edit: I'm in need of advice on this section here:

Does that raised part around the barrel need modelling?
Last edited by Adriaan on 2010-07-11 21:45, edited 3 times in total.
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]
sounds good.
For that end bit, it isn't really going to be seen a lot in 1p where that kinda detail matters. As such I might be tempted to do it just by a normal map and that's it tbh but see what anyone else says first before you do anything on that
And ye the shell ejection port, do pretty much what you said sounds good
For that end bit, it isn't really going to be seen a lot in 1p where that kinda detail matters. As such I might be tempted to do it just by a normal map and that's it tbh but see what anyone else says first before you do anything on that
And ye the shell ejection port, do pretty much what you said sounds good
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
Finished the shell ejection port today and did some more fixin' and tweakin' (there's always more stuff to fix
).
Pics:


Gonna make the magwell and model the bullet inside there next.
Pics:


Gonna make the magwell and model the bullet inside there next.
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Rhino
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Re: [Weapon] QSZ-92-5.8 [WIP]
looking really sweet and you seem to have a very fast and accurate workflow.
BTW any chance for some edged face pics?
BTW any chance for some edged face pics?
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
Thanks![R-DEV]Rhino wrote:looking really sweet and you seem to have a very fast and accurate workflow.
Of the whole thing or just the port?BTW any chance for some edged face pics?![]()
Edit: took some screens of both the port and the whole gun






Last edited by Adriaan on 2010-07-13 11:36, edited 3 times in total.
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Z-trooper
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Re: [Weapon] QSZ-92-5.8 [WIP]
It is looking very good indeed. I'm just not sure that all those chamfers belong on a game model tbh, but cross that bridge when the time comes.
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
I might have gone a little overboard on some places yeah[R-DEV]Z-trooper wrote:It is looking very good indeed. I'm just not sure that all those chamfers belong on a game model tbh, but cross that bridge when the time comes.
I'm sure though that it won't be too hard to optimize/reduce the poly/tri count. Currently at 4167 tris, and I'm guessing that in the end it'll be a little below 5000 tris.
Last edited by Adriaan on 2010-07-13 13:52, edited 1 time in total.
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
So it's been a little while since the last update, been playing alot of PR the past few days besides other things. 
Anyways, I've made that bullet in the chamber, the safety switches and some other small stuff. I'm not sure if the placement of the bullet is correct, since unfortunately I haven't got any refs of that (any advice/suggestions about it is/are very much welcome). Here are a few screens:



Still on the to do list of objects are the slide catch (left side only, sticks out on the right side though) and the magazine, then there's a little more optimization.
Anyways, I've made that bullet in the chamber, the safety switches and some other small stuff. I'm not sure if the placement of the bullet is correct, since unfortunately I haven't got any refs of that (any advice/suggestions about it is/are very much welcome). Here are a few screens:



Still on the to do list of objects are the slide catch (left side only, sticks out on the right side though) and the magazine, then there's a little more optimization.
Last edited by Adriaan on 2010-07-16 12:33, edited 2 times in total.
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Z-trooper
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Re: [Weapon] QSZ-92-5.8 [WIP]
Did [R-DEV]motherdear give you the refs I took of it while I was in China? if not I'll see if I can't get them dug up. In any case I don't think I shared all of them.
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motherdear
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Re: [Weapon] QSZ-92-5.8 [WIP]
yeah i gave him the refs i had, although i only had 4 (i assume that you have the rest if there is any more than that) although it was quite easy finding good refs on the net, both video and picture of the real weapon (not airsoft) but do you have any pics of the mag, hard to find that from what i was told by adriaan.

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
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Adriaan
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Re: [Weapon] QSZ-92-5.8 [WIP]
Only pictures of a loaded mag I meant.[R-DEV]motherdear wrote:yeah i gave him the refs i had, although i only had 4 (i assume that you have the rest if there is any more than that) although it was quite easy finding good refs on the net, both video and picture of the real weapon (not airsoft) but do you have any pics of the mag, hard to find that from what i was told by adriaan.
The (1p) model is pretty much completed now, I'm going to send it over to motherdear and I'll post a few screens of the last additions soon.



