M4A1 model *Updated*

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
Samio





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M4A1 model *Updated*

Post by Samio »

A couple of you said the model needed alot of details even if I'm going to skin it so....that's what I did. Here it is with more attention to detail put into it. Hope you like it.

Image

Here's the before post.
I need to practice texturing details and bump mapping but for all of my models I modeled the details down to every screw so there wasn't much to put in the texture. So I decided to make a weapon which doesn't have many modeled details. The M4A1 has alot of opportunities to put nice little details in the texture. I want to know what you guys think of the model first. :)

Image

Image

P.S. I got a little site up to keep my models organized and have a nice link to send people who wana see my work. :wink: www.samio.cjb.net
Last edited by Samio on Wed Mar 23, 2005 7:20 pm, edited 4 times in total.
Patrickssj6




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Post by Patrickssj6 »

Boum!!!WOW!!!SICK!!!Totally cool
...left for good
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BEEF!!!




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Post by BEEF!!! »

Damnnnn that looks real hawt.
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Post by Katarn »

that is positively the worst m4a1 i have ever seen. I'm going to tell you how to fix it.

Don't use that aimpoint, it's really ugly, use the default iron sights, they are cool and make the model look much better. The telescopic part of the stock is too small in diameter/radius, make it larger. The top of the receiver is a round extrusion, not box straight up. The foregrip has no detail, try to do something with it, if not ribs. The clip is just fugly, redo it (with detail). The other part of the stock is better, albeit way too thin. Try making the triangle foresights accurate, rather than just cosmetic.
Why would you make a weapon without any modeled details? I'm not feeling that. The illusion of depth and detail that can be put in the model can't be subsituted with a texture. Ever. Always make completed models and textures look their best. It gives better self-satisfaction.

Don't take any of the insults in this personally, all business.
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
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Post by Samio »

My texturing skills are nowhere near as good as my modeling skills so I'm trying to focus more on skinning than modeling. Usually when I work with teams, the skinner is always mad that I modeled too many details and they don't have much to add. I see what you mean about the self-satisfaction part but I'm confindent about my modeling (basically, I'm not a noob). But my skinning sucks mainly because I'm new to it. I would rather be an amazing modeler and skinner than an extremely amazing modeler......if that makes any sense.

Here is a ref pic I used to get scaling and such right.

Image
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Post by Katarn »

if you are a good enough modeler, the skin doesn't have to be good for people to be impressed. Details aren't supposed to be skinned tho. It's only if it is too small and/or polylimits are coming into play with that detail being modeled.
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
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Post by Samio »

If I get good at skinning tough details and make them look just as good as if they were modeled (using bump mapping) then imagine how good I will be modeling small details that are 10 times easier. Modeling all the details I left out in this model is a challenge, and I hope to learn alot while facing it.
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Post by Katarn »

maybe you should stick to modeling well before trying to skin well. The technique in skinning is to get the texture, lighting, contrast, dodges and burns correct, not for details.
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
Samio





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Post by Samio »

Ok, maybe you'r right.
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Post by Katarn »

i know my stuff and put up compelling arguments.
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
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Post by machopenguin001 »

Fah-Reaking, Nice.
Good bye. So long. I hope we never meet again. F u halomods.com
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Post by Samio »

Never said you didn't know your stuff, and I never knew we were arguing. I thought maybe you didn't see that my plan was to use this model to practice skinning and I just thought I should share the model with you guys anyway. You seem to understand that but think I should get better at modeling before I start skinning. You gave your opinion on what I should do and I'll keep that in mind. This isn't a vs. showdown or anything, just two modelers helping eachother out.
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Post by Katarn »

compelling argument=debate It wasn't really an argument, but a clash of opinions
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
Samio





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Post by Samio »

I updated it in the first post.
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Post by Darkstorm995 »

so how many Triangles.
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Post by Samio »

3216 faces :?
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Post by Katarn »

heh, i doubt that it's 3216. You probably are using max 6 and are in editable poly. If you are, then it is counting polygons, convert it to editable mesh and then do a polygon count.
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Excalibur: and drink the gallons of cum that come out
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Post by Exdeath7 »

Nice attention to detail. Though one thing that eats at me is the prefire tab. The little tab on the left side of the gun , It should mold into the gun and shouldn't be just a flat out cylinder pushing through the mesh.

Other than that it is very nice , Good job. That is going to be a bitch to unwrap.
Image
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Post by Samio »

In editable patch it's 4322 vertices, 7887 faces. I know, pretty high.
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Post by Katarn »

Samio wrote:In editable patch it's 4322 vertices, 7887 faces. I know, pretty high.
So it's actual polycount is 7887 faces.
Excalibur: id hunt him down and jerk him off
Excalibur: and drink the gallons of cum that come out
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