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{MODEL} Human Pistol
Posted: Thu Dec 20, 2007 11:29 am
by JRCougar17
I tried to make a human pistol today, this is my first model ever. Thanks to Philly for teaching me. Anyways not much to say, it is not entirley done, but I will make changes in a new version. I tried to flatten it as much as possible, as well as move the butt of the gun to not such an off curved position.
Skin not included.
Screenshots:

Posted: Thu Dec 20, 2007 11:37 am
by Philly
That's really not bad for a first, though that skin looks corrupted...
Posted: Thu Dec 20, 2007 12:04 pm
by JRCougar17
I thought the assualt rifle skin would look cool on the pistol, but I failed miserably, and I don't have the normal pistol skin. I just wanted gray-ish steel color ( not like the orginal skin).
Posted: Thu Dec 20, 2007 12:55 pm
by shortbusheros4
well why dont you include that skin?
Posted: Thu Dec 20, 2007 1:15 pm
by hiheyhello
The model looks great, BUT the skins needs some work, so make your own skin next time, and don't use the Assault rifles, Tip just because a skin looks good one 1 thing, doesn't mean it will look good on something else.
Posted: Thu Dec 20, 2007 4:57 pm
by Daemon
The model looks realy nice! i know nothing about moddeling but it looks real good to me 8/10 for the model... as for the skin, The reason it didnt look the way you wanted is because... the pistol cubemap makes it shiny so you need to swap the pistol cubemap with "caracters\cyborg\bitmaps/detail corroded metal" (i think thats what the assult rifle uses

) and you need to put the assult rifle on the multipurpose as well... i couldnt show you what it looks like on your model because i downloaded and tried to import it in HMT and it said to many vertices or somethen... but heres what it looks like with the normal pistol, you might wanna edit the assult rifle skin or make a new one from scratch to make it looks alot better like get rid of that green thing and stuff, but if you wanted to get rid of the shiny stuff do the swapping with the cubemap but thats probably the easiest way... Im probably completely wrong though

(please tell me if i am) I just realy like this model and id love to see it with a nice skin and stuff. but heres a screenshot of what it looks like on mine with the "caracters\cyborg\bitmaps/detail corroded metal" instead of the pistol cubemap, and with assult rifle main skin and with the multipurpose as well, but your probably best off making a new skin for it.... (cant import the model though)

Posted: Thu Dec 20, 2007 5:08 pm
by JRCougar17
The reason it didnt import is because you probably didnt put it in the /pistol_fp. Try that and it should work, btw thanks for the skinning help.
Posted: Thu Dec 20, 2007 5:28 pm
by Daemon
JRCougar17 wrote:The reason it didnt import is because you probably didnt put it in the /pistol_fp. Try that and it should work, btw thanks for the skinning help.
There we go... silly me

told you i know nothing about moddeling
Edit: I reckon the way you did it (shiny) looks better than the way i did it

Posted: Thu Dec 20, 2007 5:33 pm
by JRCougar17
I made that mistake when making the model lol. I really like that look on my pistol, I suck at skinning so this is good. I'm making more human weapons that I'll probably put into a pack.
Posted: Thu Dec 20, 2007 7:27 pm
by Pepsi
i spy with my eye something stray...
Posted: Fri Dec 21, 2007 5:06 am
by [RR]RedRene
pepsi711 wrote:i spy with my eye something stray...
^^
Agreed.
This is pretty good for a first, and I dare say I might DL it, 7/10.
Though it might be an idea to fix up that stray vert.
Posted: Fri Dec 21, 2007 5:53 am
by JRCougar17
Thanks for the feedback, what is a good way to fix the stray vert? I can't seem to find it on my model.
Posted: Fri Dec 21, 2007 5:57 am
by hell_knight
pepsi711 wrote:i spy with my eye something stray...
theres one preety big one but theres several other smaller ones if you look around
model looks a little interesting needs skin
how did they NOT notice missing bitmaps when they made halo pc?
(AR multi)
Posted: Fri Dec 21, 2007 8:49 am
by JRCougar17
I can't seem to find the stay vert! I almost ruined my model by messing with stuff. Could someone point out where this stray vert is in this picture?
If you need to you can zoom in I believe.
Posted: Fri Dec 21, 2007 8:57 am
by [RR]RedRene
You need to export the model from the map you imported it too, then you can see the stray vert.
Posted: Fri Dec 21, 2007 8:58 am
by Pepsi
Posted: Fri Dec 21, 2007 9:09 am
by JRCougar17
You need to export the model from the map you imported it too, then you can see the stray vert.
I did that as you said, I saw the stray vert (I think) and pushed it back into the gun. Then I start up the map and its still there!
EDIT: LOL, I know its there pepsi, I just can't find it on my model