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Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-07 03:45
by DeltaFart
Dude don't worry about it, haha I got till the end of august to do it, and if not, I bet you'll be able to learn, I did haha actually quite easy after awhile
Well easy to do
never easy to do it amazingly well
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-11 17:27
by samogon100500
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-11 17:53
by Rhino
looks pretty good, some bits look pretty square like the trigger thou. How many tris is it?
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-11 18:10
by Z-trooper
Even though it is not my job to check models any more, I think you should take the time to read this:
https://www.realitymod.com/forum/f388-p ... ssets.html
If you want feedback on your models as you work you will need to post the following:
Especially the section called "Model".
The way you display the model is not at all helpful for people to give feedback on.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-12 10:35
by samogon100500
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-12 15:32
by DeltaFart
Are the serrations floating geometrey? I dont know why, but I feel they could be to cut down on the poly count, maybe Im just remembering that suggestion differently
Edit:You're gonna have to do the UVs yourself man, I uninstalled 3DS Max yesterday, I haven't used it in forever and just decided I never will again haha
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-12 18:39
by motherdear
when showing the edged view plz do so with black edges. much easier for us to see it contrast wise.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-13 12:21
by samogon100500
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-13 18:42
by ryan d ale
Keep up the hard work.
I think it looks really good.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-13 18:57
by motherdear
A bit of feedback. Hope it is readable.
In short i want you to make the aiming bar on the top a floating element (not gonna zfight)
And then i want the edges from the grooves on the slide pulled differently.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-13 19:43
by Amir
[R-DEV]motherdear wrote:
A bit of feedback. Hope it is readable.
In short i want you to make the aiming bar on the top a floating element (not gonna zfight)
And then i want the edges from the grooves on the slide pulled differently.
Not on-topic*
Question:
Why floating ?

Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-13 20:01
by DeltaFart
I cant find a good explaination of it, but basically it involves disconnecting a portion, say those serations on the slide for racking it, and making the low spot one plane, as opposed to a lot of little rectangles between the raised portions, thus reducing the poly count
Well thats what I beleive it is, unless I've fudged it up?
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-13 20:03
by Z-trooper
don't make the small slits floating, it will z-fight the hell out of it.
At a VERY quick glance I'd say that besides the very square grip the underlying geometry looks fair enough for use.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-14 14:18
by samogon100500
Red detail has been attached and welded to the barrel!
Anyway am try make something!
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-14 15:42
by motherdear
sad m8. was actually seeing serious improvements in the model.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-14 17:08
by samogon100500
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-14 17:33
by Drav
Ye the grooves look better now, but you could weld some of those edge loops together to save a few tris...
Not sure what Motherdear means by having the top sights floating....in general, floating stuff is a bad idea on a low poly mesh unless it really needs to be. Maybe he knows something here I dont tho...
Finally, I think the model would benefit from you going round and target welding up some of the verts that kinda end nowhere. These add un-necessary tris to a model and make it more of a pain to UV....a good example of these are look where the side of the slide meets the front of the gun, just to the left of the barrel.
On that corner are verts that end half way along an edge. Weld them up! T junctions in modelling are also poor form in general, some engines dont like them at all, and they add more tris and provide poor edge flow....
Other than that everything looks ok i think, ah, except add another couple of loops to the trigger to make it smoother. Its not going to be seen much ingame, but another 20 triangles isnt going to make much difference and it will make your renders look much nicer!!
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-14 18:01
by Rhino
[R-DEV]Drav wrote:a good example of these are look where the side of the slide meets the front of the gun, just to the left of the barrel.
Hummm not so sure there Drav, think thous edges need to be there for the smoothing.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-14 18:54
by motherdear
[R-DEV]Drav wrote:
Not sure what Motherdear means by having the top sights floating....in general, floating stuff is a bad idea on a low poly mesh unless it really needs to be. Maybe he knows something here I dont tho...
The idea was, that due to the amount of tris the edge loops would generate if they would have to go over the sight. it would be possible to have it floating for the first or second level of detail, which wouldn't create huge zfights in my experience, but would save tris. Further out it would be possible to weld it to the body, but removing the grooves and edge loops thereby removing the zfight at distance, but also saving the tris at a closer range.
Just my chain of thought.
Also when making the new versions of the chinese weapons, large parts of the weapons were floating and not connected together at all.

things such as the mag, the grooves on the handle etc etc all point towards this not being an issue. obviously these are not floating above the barrel, but it does seem like it makes any apparent problems ingame AFAIK
sorry for highjacking the thread this way samo. New Edits looking good.
Obviously the weapon is not that tri heavy, but if we can save tris on stuff like this and add them other places smoothing the weapon a bit more etc. it might be worth it. Would not be hard to fix on later stages in the uvw if a test import shows problems.
Re: [Model]Pistolet Makarova(PM)[W.I.P]
Posted: 2010-07-15 13:05
by samogon100500
Oh great,if i can use float details i kan make better smooth in some places