swartsz Posted April 15, 2003 Author Share Posted April 15, 2003 (edited) here is the latest update: @Ruin, i have used a Ngon on the foregrip, what do you think of it now, should i make it round or leave as it is? Edited June 7, 2003 by swartsz Quote Link to comment Share on other sites More sharing options...
Ruin Posted April 15, 2003 Share Posted April 15, 2003 @Ruin, i have used a Ngon on the foregrip, what do you think of it now, should i make it round or leave as it is? Looks much better. Altohugh IMO the top looks funny being lat like that... but I guess that's the gun! It looks great. Now, add a magazine and a tac-scope and it's good to go! Quote Link to comment Share on other sites More sharing options...
Dark Ranger Posted April 16, 2003 Share Posted April 16, 2003 A very nice job there swartsz. Yes, leave the "Ngon", I think it looks better that way. Just curious, what's your Poly count on that? I would MOD a few weapons too, but I just don't have the patience! So I'll just stick to Mission MODDING... Quote Link to comment Share on other sites More sharing options...
ChrisCool Posted April 16, 2003 Share Posted April 16, 2003 I would just like to add that you are missing the little indentation on the barrel of the m4 that allows for the m203 to be attached. Other than that this weapon looks awesome, keep up the great work. Quote Link to comment Share on other sites More sharing options...
FivefifitysixNATO Posted April 16, 2003 Share Posted April 16, 2003 Whoa, dude got talent! Keep it up! I've noticed something about your butt (not the one on you, i'm talking about the one on the M4). In real life, isn't it kinda oval shaped? Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 16, 2003 Author Share Posted April 16, 2003 tnx for the great replies, not know about the stock being oval, looks pretty round on the pics that i have, keeping it as it is now. for the poly count, last time i checked it was 1532, but i don't know what a acceptable count is for a gun, maybe some of you know? I would MOD a few weapons too, but I just don't have the patience! LOL, well, i don't have a lot of patience either, it helps when you got something you can hit really hard when working on the model and something goes wrong. Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 16, 2003 Author Share Posted April 16, 2003 (edited) the polycount at the moment is 2476, without optimizing. latest picture: Edited June 7, 2003 by swartsz Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 16, 2003 Author Share Posted April 16, 2003 (edited) a couple of questions, i am following Pains' tutorial videos but the side of the weapon with the brass ejector also shows up on the other side of the gun, how do i correct this? and Pain also speaks of making your textures in a file with the size of 256 x 256, is it possible to make this bigger, or is possible to use 2 rsb files for the skin? Edited April 16, 2003 by swartsz Quote Link to comment Share on other sites More sharing options...
ReconSnake Posted April 16, 2003 Share Posted April 16, 2003 1) you either need to find a pic of the left side of the weapon or make one by covering the ejector port, cover, forward assist, etc up in a graphic editing program like photoshop. Then open up your model and spin it so the left side is facing you. Select the receiver portion of your model, hit EditMesh, and select subobject Polygon. Now left-click on the receiver again & hit "m" to select and apply a new material to the left side. 2) You can have every material spot in the material editor filled with textures if you need to. I texture my model pieces individually - it is easier for me that way even though Pain's method might be better Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 16, 2003 Author Share Posted April 16, 2003 As you know i have been making my model using the Pain's tutorial videos, but it doesn't explain what files and folders you need to make to see your gun ingame, can anyone point me to a tutorial about this subject or explain what i need to do to get my model in GR? Quote Link to comment Share on other sites More sharing options...
Ruin Posted April 16, 2003 Share Posted April 16, 2003 As far as the textures, they need to be in multiples of 2. That's the rSB requirement. So I suggest you resize them before you continue texturing. Getting it in game is a tedious process. Try this site for exporting details. What you'll need in the end is: .qob, .rsb, .gun, .kit and maybe a few others... Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 16, 2003 Author Share Posted April 16, 2003 (edited) tnx Ruin for the tips, got everything working and here it is, the first ingame shot of the model, although it still needs some work, like the hand placement and some minor texture problems plus i am having big problems with the muzzle flash, i think it turned out well. i am a happy man right now Edited April 16, 2003 by swartsz Quote Link to comment Share on other sites More sharing options...
Viper Posted April 17, 2003 Share Posted April 17, 2003 (edited) wow, those are some of the best M-4 modles I have seen for a while, a few notes though ... The whole model looks a little small next to the person does the gun model you are referancing from have RIS bars on the side of the handgrip/heatshield as well as on the top and bottom, most do. The front sling attachment looks bent around the handgrip do love the modle, the backup iron sight on the back is great, good detail! CLARK Edited April 17, 2003 by Viper Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 17, 2003 Author Share Posted April 17, 2003 tnx viper, there are no RIS bars on the sides, only on the top and bottom Quote Link to comment Share on other sites More sharing options...
ReconSnake Posted April 17, 2003 Share Posted April 17, 2003 (edited) Looks great Swartz. You might want to scale it up about 10%,but that's your call buddy. I would suggest attaching muzzle and tac-light lense textures to the model via the same way I described texturing the left side of the receiver. The rifle sling point looks to be part of the texture, not part of the model...you may or may not want to model it seperately in the future. On a side note, Most of the military M4A1's I have seen do not have rails on the side of the heat shield. On a flattop receiver with 12 o'clock and 6 o'clock heatshield rails there is more than enough room for designators, tac light, & optics. Edited April 17, 2003 by ReconSnake Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 17, 2003 Author Share Posted April 17, 2003 thx ReconSnake, i think i am going to leave it as it is at the moment, not sure yet, you may be right about the upscaling, but it is looking good ingame. actually, the flashlight has a texture, but i may replace it with something better, i admit it doesn't look that good. and you are right about the muzzle texture, forgot it completely in my fury to get the thing in GR. you're also right about the sling, it is part of the texture, but i am going to leave it, maybe on next models i will try to model it seperatly. also got the handplacement right, i think. have a look Quote Link to comment Share on other sites More sharing options...
ReconSnake Posted April 17, 2003 Share Posted April 17, 2003 Very nice! Keep up the good work, it gets easier w/ each model. Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 17, 2003 Author Share Posted April 17, 2003 i hope it will, mmh.... what will be my next project Quote Link to comment Share on other sites More sharing options...
Viper Posted April 17, 2003 Share Posted April 17, 2003 well, you could put an ACOG on that M-4, then it would be a model worthy of dowload as a single-weapon mod IMO - but more combinations would be good, like a reflex sight, or a TWS would be cool, like a AN/PAS-14 or something. a forward handgrip would also be a nice touch. CLARK Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 17, 2003 Author Share Posted April 17, 2003 yes, Viper you are absolutly right, i was thinking about adding some cool things to the model myself, but i am having some trouble finding good pictures of stuff i can add to the model, can't even find a good picture of a scope. maybe some of you guys and girls can point me in the right direction? Quote Link to comment Share on other sites More sharing options...
Ruin Posted April 17, 2003 Share Posted April 17, 2003 maybe some of you guys and girls can point me in the right direction? Ditto. It's hard to fidn some texture quality pics. Quote Link to comment Share on other sites More sharing options...
The_Slink Posted April 18, 2003 Share Posted April 18, 2003 Hot damn! Looking tight. Quote Link to comment Share on other sites More sharing options...
swartsz Posted April 20, 2003 Author Share Posted April 20, 2003 (edited) made my first scope today, please let me know what you think of it Edited June 7, 2003 by swartsz Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 20, 2003 Share Posted April 20, 2003 (edited) One pointer is to sink the mount for the scope downward, so it looks roughly like this: http://562.50megs.com/GR/Rifle.jpg Also, you can make endcaps by making circles, extruding, then sizing it down to the thickness (or thinness to be more exact), placing it where needed to add to the effect. The battery location varies, but right handed would have it on the upper left (I have an Aimpoint myself). BTW, where did you get the texture for the flashlight? I need to improve mine.... Edited April 20, 2003 by EricJ Quote Link to comment Share on other sites More sharing options...
Marcinko Posted April 20, 2003 Share Posted April 20, 2003 Try to set the barrel in, along with the flash and scope, like so... and to do so, u edit mesh, gar the point in the middle of your barrel, and drag it into the barrel, then what i do is create another cylinder, the same, or just a little less than diameter of the barrel, and move that piece into the barrel, thats howu do it, and the it goes the same for ur flash, and aimpoint. if this is unclear, let me know. Quote Link to comment Share on other sites More sharing options...
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