Thread of modeling and stuff.

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hipnox

FNG / Fresh Meat
Dec 9, 2010
315
137
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Halconnen cannon (from Hellsing)

halconnen5scene00077.png
 

Z3RO

FNG / Fresh Meat
Jul 16, 2009
181
93
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render-20.png

sksrender1-1.jpg

renderfina.jpg

38specialrenderr.png

d2e2.jpg


Happy Holidays.
From the ZM2 Team.

I spoke it over, with our Team Leader, once we have a public release I'll start porting over some of these guns into KF.
 

Bl4ckDr4g0N

FNG / Fresh Meat
Jul 28, 2011
24
6
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Love em.

Btw:

qgCbM.png

fkoRh.png

tCDxs.png

U7WDr.png

LE0VZ.png


Drew the blueprint with bare hands on a paper then scanned onto PC and enhanced abit :p
C&C please :) (its also a possible KF mod, yeah!)
 

Z3RO

FNG / Fresh Meat
Jul 16, 2009
181
93
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You're using way to many segments and polys. The same silhouette can be achieved with half of that. Other then that I like how you have no ngons, it's good to see that, but remember you don't have to model everything in quads. Also show the triangle count too.
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
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mmm

Spoiler!

Looking great, nice and clean too. You should be able to cut down more than half the poly count with some nice welds. Also, things like the blade and handle can be a seperate element, no need to tie them in like you did and then you can remove those long loops down the middle of the sword reducing the poly count even more.

Anyways, look forward to the progress! :)
 

Bl4ckDr4g0N

FNG / Fresh Meat
Jul 28, 2011
24
6
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So, what you are saying is that i could just separate the sword in 4 parts and merge them to 1 object without having those polys between them? Thanks for the feedback, this is actually my second model ever :p Also yeah Z3RO, i listened to you about the ngons ;)
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
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So, what you are saying is that i could just separate the sword in 4 parts and merge them to 1 object without having those polys between them? Thanks for the feedback, this is actually my second model ever :p

Yea, thats the idea :)

Spoiler!


It's easier to model that way and will cut down the poly count quite a bit. Unless you plan on smoothing the object as a whole or want to visually show a certain part connected to another (chamfer,etc.), then separate elements is usually the way to go. If I'm not mistaken, when you have a model that has different smoothing groups, the engine treats it as a separate object anyways which will double the vert count.
 

Bl4ckDr4g0N

FNG / Fresh Meat
Jul 28, 2011
24
6
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Yeah, i think i get it. So i think ill be smoothing it abit now, but not the whole sword right? Just that middle and first part maybe.. But the point is that i dont know how to do it. Got any tutorials in the sleeve? Sorry if i am bugging you, but i am fairly new to this and i would really like to learn all about it.
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
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http://www.poopinmymouth.com/process/tips/smoothing_groups.jpg

You can assign smoothing groups under the edit poly modifier in the command panel to the right. The ribbon up top also has a few quick options too.

You can play around with your model, see what works. Throw the entire model on 1 smoothing group and you'll see for yourself why its a bad idea without proper edge support. Remove all the smoothing groups to see what the model looks like "hard". You can use the "smooth 30" function but I usually set everything up manually. If you have 2 faces that are 90 degrees or more, then you would want to put them on separate smoothing groups otherwise you'll get that heavy gradient effect.
 
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Bl4ckDr4g0N

FNG / Fresh Meat
Jul 28, 2011
24
6
0
One of my friends said that my sword sucks so he re-made it. I dont know if this is good, but please comment:

wf.png


Should i do it like that?