[WIP] M4A1-TAC -1 reply

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M.Eales

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26th April 2010

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#1 6 years ago

First model I've ever done for jk3 :) so don't expect a masterpiece:

Spoiler: Show
0001.jpg0001.1.jpg I modeled it after a pic, but mostly off the actual gun :) (I have one :) )

Is the LOD ok for jk3?




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#2 6 years ago

Lose the rail. You can add it back in later if you want to make a more detailed 1st person model, but lose it otherwise.

Other than that, turn on wireframe display and we'll get a better look at how many polies you have on that thing.




M.Eales

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#3 6 years ago
Spoiler: Show
0001.3.jpg WIRE: m4tac_wire2.JPG0001.2.jpg WIRE: m4tac_wire.JPG

I'll redo it for 3rd person, and make the rails flat, cause they have lots of polies.

-UPDATE-

Spoiler: Show

Third Person Optimized: 0001.4.jpg

WIRE: m4tac_wire3.JPG

Basically I halved the poly count (It looks like, not sure tho)




Jose Carlos

Why? Cause normal is boring.

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#4 6 years ago

Ah crud, you're using Blender. Check around, see if it has .md3 export plugins. You'll need either those or another program like Gmax to get it in-game.

If you're modeling the 1st person model first, then you might as well add more sides to the stock and the connecting piece. Personally, for something that's going to be seen that close-up, I'd go with 16 sides for the cylindrical piece alone. This way you'll have a smooth, detailed model without straining the system too much (chop off the parts that won't be seen by the player before exporting to lower the poly count).




M.Eales

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#5 6 years ago

Jose Carlos;5588073Ah crud, you're using Blender. Check around, see if it has .md3 export plugins. You'll need either those or another program like Gmax to get it in-game. [/QUOTE] Mr Wonko also uses blender, he's got an md3 exporter plugin, I'll see if I can get the fixed version from him :)

[QUOTE=Jose Carlos;5588073] If you're modeling the 1st person model first, then you might as well add more sides to the stock and the connecting piece. Personally, for something that's going to be seen that close-up, I'd go with 16 sides for the cylindrical piece alone. This way you'll have a smooth, detailed model without straining the system too much (chop off the parts that won't be seen by the player before exporting to lower the poly count).

I'll give that a shot, I've spent the past hour trying to uv map :\ The detail is killing me :(




eezstreet

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16th June 2008

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#6 6 years ago

keep it up :)




M.Eales

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#7 6 years ago
M.Eales;5588075I've spent the past hour trying to uv map :\ The detail is killing me :(

Just finished it :) , IT TOOK AGES TO UV THE STUPID RAIL!!!! :mad:

Spoiler: Show
UVlol.JPG (The Yellow Area is the rail's little studs :\ )



The One and Only

I R Scary Eyeball

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#8 6 years ago

Rails are a bitch to UV map. I'd recommend that you just overlap them all though, you're not really going to need separate texturing for each notch, and it'll save you more space for the rest of the texture.




M.Eales

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#9 6 years ago
The One and Only;5588121Rails are a bitch to UV map. I'd recommend that you just overlap them all though, you're not really going to need separate texturing for each notch, and it'll save you more space for the rest of the texture.

I'll do that nextime, I've already done the uv map, and wasting 2 hrs of work doesn't seem right...

How would I make the red dot sight transparent? With like a glass shader?




eezstreet

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#10 6 years ago

Use a transparent shader (blendFunc GL_ONE GL_ONE / add), and you should be fine.