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here is a m4 its got a tac light,red dot sight,and ready mag(if you look at the bottom of the magazine there is a hole to put your finger though to pull it out when empty)its mostly done.this is my first real high poly gun i usually make them around 500-650.polycounter says 1070 after opitimze and face deleting.The picture is alittle messed up but thats cause of the jpeg setting the real thing is high res.

m4-silenced.jpg

hosted by geocities so here is the url http://www.geocities.com/ifgrt/m4-silenced.jpg -paste it into your address url

this is just 1 of many guns in my mod :wacko::wacko:

Edited by IF_GRT
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no its a cylinder(the texture end is alittle big to be a silencer i know) i just deteached the end of it.and when i export should i collapse to mesh and what does that really do

Edited by IF_GRT
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Thank you all for the support im making another one like it but it will be 9mm and probably camo on it.but yea ruin i been trying to figure out how to do that i was going to put a light grey but i cant figure out how to change it.and i will indent those lenses ASAP..and for my question what does collapsing to mesh really do and should i use it before exporting.

Edited by IF_GRT
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On ur toolbar uptop, in max, theres a tab for renders, in it, environments, change the top color option, by clicking the black area, and move the crosshairs to a color ;) Voila, diff color for u rendering pleasure.

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ok ruin.ty..i sent you a pm but you box might be full.i asked that for my sight and light JTF-2 said to indent them and for them both i made a cylinder and just detached the front and back.So when i click the front detached part and move it back it side of the sight looks like its gone and its real thin.so you would i go about moving the sight front/back and light front alittle back

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the way i "indent" my lenses etc. is as follows:

1. right click on object and convert to editable mesh

2. select vertexes from the sub-object menu thing

3. select all vertexes on the end of the scope

4. right click and go to "extrude" then polygon (i think that's the one you need)

5. then just click and drag your selected vertexes. Do this twice (so you have 3 ends of the scope kinda).

6. Scale down the vertexes you just extruded

7. move the them back into the scope a little (make sure it looks right)

i hope this all makes sense. Good Luck! :rolleyes:

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the way i "indent" my lenses etc. is as follows:

1. right click on object and convert to editable mesh

2. select vertexes from the sub-object menu thing

3. select all vertexes on the end of the scope

4. right click and go to "extrude" then polygon (i think that's the one you need)

5. then just click and drag your selected vertexes. Do this twice (so you have 3 ends of the scope kinda).

6. Scale down the vertexes you just extruded

7. move the them back into the scope a little (make sure it looks right)

i hope this all makes sense. Good Luck! :rolleyes:

:wall::wall::wall: if only i had a picture of whats its dong.im getting confused from what you said and what ruin said.it sounds the same but when i followed but your instructions as best as i know about 3ds max and it is still doing it.its all fine about both sight ends its just the middle part of it like this

for lack of better stuff say this is the sight [==] well the middle part == is so thin that it becomes almost invisable all i need to know is how to make it thicker and i will be set

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not to sure if this is what your talking about but, if you want to make something thicker just select the verteces that make up the object and select "uniform scale" by right clicking.

i'll see what i can do about getting screenies of what i'm talking about. but i'm affraid it won't be for at least another week and a bit 'cause i've got exams :(

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doesnt the scale big the object bigger or small in size not thickness. see this picture i got from swartz(just a diagram swartz) see how the sight itself is alittle extruded(thick) rndr6.jpg

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oh! are you talking about the rim of the scope???? :stupid: you want to make it thicker right?

you have to extrude the vertexes twice. you need two sets of vertexes on the front part of the rim, and then another set pushed inside the rim the make the "indent". That doesn't really make sense. i know. i'll try and take some scrennies.

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alls i do, is, make a cylinde, preferabbly 8 sides, for a scope. grab the point in the middle, drag it back into the cylinder, then, make a 8 sided ngon, place it at the front of the scope, and u have a inset lens, may not be ur lowest poly option, but hey, it works.

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