L96 Model

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OCAdam

FNG / Fresh Meat
Apr 13, 2011
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L96v8FrontIso.png
L96v8RearIso.png


I know, the model needs some work. Just wanted to see what people think of this little something I'm working on, as well as maybe get some inspiration to actually continue making this, or if I should just stop. Sadly, I'm working from both an image of the L96, and an airsoft version I have. It's almost like the airsoft version is more based on the .338 AI AWSM than the 7.62 AI AW. Bit of a pain, but I'm trying to go for more of the 7.62 variant.

The scope is pretty much done, except for scope rings obviously. However, I'm trying to decide on the Picatinny Rails... if I should be doing semi-realistic (slotting added, but not to mil-spec to reduce some bit of the poly count), or just leave it low-detail like right now.

Leaving the pistol grip and thumb hole stock out for the moment just because I get frustrated real easy trying to get realistic looking organic flow to the more ergonomic parts of weapons... but maybe the next part of the model I work on could have this... daunting bit of the model actually done in some fashion. At least when I redo the barrel, I know THAT will be easier!

By the way, anyone have a good way to export the KF arms for Maya? I've noticed the 3DSMax thread, but nothing on Maya really.
 

The_Sorrow

FNG / Fresh Meat
Jun 2, 2009
805
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27
Australia
I used to use it in Maya but I could never make anything with it so i switched to MAX, but for Gaya, someone can post an FBX export of the arms rig from MAX to Gaya as it is Autodesk's programs native format, after that, just add nurbs as controlers for and IK handle from the hand to the shoulder
if you want and easy smooth Animation though, I'd sugges jumping into MAX and giving it a go, but nice work so-far, keep it up and good luck :)
 

OCAdam

FNG / Fresh Meat
Apr 13, 2011
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I think I might just postpone this little model indefinitely until someone can do that FBX export then. Guess I'll just move back to UEd and work more on a base level I had going on until then.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
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VIC
The scope is pretty much done, except for scope rings obviously. However, I'm trying to decide on the Picatinny Rails... if I should be doing semi-realistic (slotting added, but not to mil-spec to reduce some bit of the poly count), or just leave it low-detail like right now.

If you're worried about poly count, try modelling a Weaver rail instead:

470.jpg


Just get the angles right, and you needn't even bother about the spacing slots. That should reduce your particular poly problem.
 

OCAdam

FNG / Fresh Meat
Apr 13, 2011
288
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It's not an issue of the slotting and such in the spacing and such, it's more that I meant to not include the full detail slots. If you take a close look at the slots (frontal cut, not side view), the bottom part of the slots are not inline with the 90 degree angles on the sides, but rather a small amount below that. That's what I meant by semi-realistic slotting versus mil-spec. And just having low detail just ignoring the slots, somewhat similar to the pic you supplied.