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[Weapon] M40A5 [WIP]
Posted: 2011-04-26 23:50
by Whitt
This a current issue marine m40a5 i've been working on, unwrapping for UV texturing right now (can't really figure it out). I really want some feedback, this is my first sniper rifle
First person view
Front-ish
side-ish
back-ish

Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-27 00:01
by WelshManDan
Looks quite okay from the renders, although for anyone on this forum to really evaluate the model you would need to post some wireframe renders/workspace shots for us to see how the model is structured etc, before actually giving any feedback.
On a side note - how many Triangles/Polygons?
Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-27 00:01
by Tim270
Post some wire-frame pictures or it is really hard to give criticism. Right off the bat though there are quite a few smoothing errors (need separate groups rather than 1 over everything) and it looks pretty high poly for bf2.
Post what you are stuck on with the unwrapping and we can give you some pointers.
Also welcome to the forums

Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-27 00:18
by Whitt
Here are some wireframes,
Also, i now im making myself sound like a fool but i have no earthly idea where to find the vertex counts and all that mumbo jumbo?
Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-27 00:21
by Tim270
Whitt wrote:Also, i now im making myself sound like a fool but i have no earthly idea where to find the vertex counts and all that mumbo jumbo?
What program are you using?
Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-27 00:23
by Whitt
Tim270 wrote:What program are you using?
I am using blender 2.57, i am also attempting to learn max 2011, just got it off the student autodesk site.
Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-27 00:45
by WelshManDan
https://www.realitymod.com/forum/f388-pr-bf2-community-modding/75855-modeling-uving-texturing-guidelines-community-made-assets.html
Follow the guidelines in that thread, and post the corresponding images.
I probably wont be able to help much on the feedback scale, but im sure if you post whats asked in that thread, then someone who is helpful will come along
Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-27 23:17
by AquaticPenguin
For a good wireframe, go into edit mode -> line/vertex select mode and then press the "OpenGL render active viewport" button, the button is on the same bar as the object mode at the end, it's next to the Camera Icon. If you can't find it press space and type in "OpenGL render". That gives a render of the viewport in Edit mode so we can see the topology.
Your model looks very high poly from the render you've given. The polycount in Blender is shown at the bar on the top, there is a label that looks something like "Ve:8 | Fa:6". 'Ve' is the vertex count, and 'Fa' is the face count. If you select your model object and go into edit mode then the label showns the number of vertices and faces for that object.
For comparison purposes, it's useful to triangulate when checking the Face count. 'Ctrl-T' to triangulate, then 'Ctrl-Z' undo it since I doubt you want to work in triangles.
To get the model to shade nicely you can use an edgesplit modifier + mark faces sharp.
Here's a tutorial for Blender 2.49. The tutorial will still work for Blender 2.57, but the buttons are in different places. This will give an impression of how the model might look in-game.
Re: [Weapon] M40A5 [WIP]
Posted: 2011-04-28 10:35
by Zemciugas
There's way to much detail where it's not needed at all, parts which you wont see anyway.
Re: [Weapon] M40A5 [WIP]
Posted: 2011-05-05 18:53
by BuckWheat69
That looks really good. Would be a great addition to PR
Re: [Weapon] M40A5 [WIP]
Posted: 2011-05-05 22:08
by USMC scout sniper
Great job don't give up!
Re: [Weapon] M40A5 [WIP]
Posted: 2011-05-09 17:02
by Rhino
Needless to say its too high poly to be used as an ingame model and it also needs quite a bit of work done to it with adding more control edges etc for it to be used as a high poly model to be baked down onto a low poly model, but looks like a good start

Re: [Weapon] M40A5 [WIP]
Posted: 2011-05-17 20:48
by Shovel
One way you could lower the poly count is reducing the barrel to a lesser amount of polys.