[model]unfinished minigun

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pyromaniac000





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[model]unfinished minigun

Post by pyromaniac000 »

Ok this is a minigun barrel hopefully soon it will be done and sorry for the crappy pics and stuff i dont have any good programs or anything to make any good ones with and this is my first model so tell me what u think.
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Xiion




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Post by Xiion »

what program are you using for it?
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Post by Logan »

Got a ways to go. :wink:
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pyromaniac000





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Post by pyromaniac000 »

Im using milkshape3d and then using paint to make a pic and its unfinished it will probably look a lot better than this.
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Post by Caboose{SE} »

makethe barrels wider and the cylinder in the middle smaller...much smaller
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Post by GametagAeonFlux »

Yay for primitives!
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jordanimal




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Post by jordanimal »

Yes, Yes. Yay. I will work on a Minigun Model too. Sounds interesting. Not stealing your idea. Just think it would be interesting. Hell, if you want i wont even release mine.

EDit: Im going to use inventor for mine.
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Post by SnaFuBAR »

GametagAeonFlux wrote:Yay for primitives!
qft.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
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Post by HK-47 »

looks awesome....I love mini guns.... :shock: ...
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Thanks LT.
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Post by jordanimal »

Last edited by jordanimal on Thu Feb 09, 2006 5:13 pm, edited 1 time in total.
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SnaFuBAR





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Post by SnaFuBAR »

you don't need to make the inside of the barrel.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
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Post by jordanimal »

SnaFuBAR wrote:you don't need to make the inside of the barrel.
Wow. Okay so I am just going to leave them flat on the end ? then you would probably say it looks like crap. which, it would.
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Post by Offspring »

well that doubles the amount of polys witch will cause slowdown in the game and if you uvw unwrap it you should just make the holes black you dont need to create them. Makes it more fun to play with.
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Post by pyromaniac000 »

Nice model jordanimal but plz dont post in other ppls forums even if u did it accidently and i made a weird back for the minigun model and i got a tut for making weapons in milkshape3d which i will release sooon.
Last edited by pyromaniac000 on Thu Feb 09, 2006 3:23 pm, edited 1 time in total.
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Post by pyromaniac000 »

BUILDING A GUN IN MILKSHAPE 3D


STEP 1: First thing I do is Right click in the Left view and click "Choose background image" and find the image I will be working from. I am going to build the middle part of the gun first so I add a load of vertexs' around the outline and in key places, then I start building up the faces as shown in the next step.



STEP 2: Now using the FACE tool as shown, create a face by clicking 3 points ANTICLOCKWISE, this creates a face with the normals facing you. you should see a grey triangle on your 3d view, if its black select the face and go to the menu up top and FACE-REVERSE VERTEX ORDER this faces it opposite to whichever way that face was facing :) if you create your face right you wont need this but occasionally you get a rogue face that needs flipping. I carry on until I have a solid plane the same shape as the guns middle section.



STEP 3: As I was building the faces on the grip I wasn't watching the 3d view and built them all the wrong way :) so now I select all the affected faces and go to Face/Reverse Vertex Order to flip em over to face the right way. Sorted.



STEP 4: Now I selected all the faces and clicked extrude, now in the Front or Top view, I dragged the faces across to create the depth. As you can see there is an open side now (black) which has no faces so we need fill em in, now we could do it by hand, but theres a quicker way.


STEP 5: We select all the side-on faces again and Duplicate it, move it across with "X" restraining so it moves across but not up or down. The whole side will still be facing the wrong way so go to Face/Reverse Vertex Order to flip it so the grey faces are facing outwards as shown. To ADD to your selection of faces use SHIFT Left Click and to minus from your selection use SHIFT Right Click.



STEP 6: Now move the new side in and as close to the other vertexs' so it looks like its joined. Now Select all the vertexs' on that side in the Front or Top view and go to Vertex/Weld Together this should weld them all together, now we have a solid middle section.



STEP 7: Now I started building some of the other parts by creating a boxes and scaling em to size. Also I intend to create the scope and front grip/barrel from cylinders 1 Stack high and 8 slices(sides).



STEP 8: To add detail I selected all the vertexs' in the Clip and scaled them inwards in the Front or Top view as shown, this makes it slightly thinner than the rest of the gun.



STEP 9: I added a couple of cylinders for the Front Grip and Scope. Also I selected the vertexs' on one end of the scope and rotated them slightly as shown to match the picture.



STEP 10: I created a cylinder for the barrel then selected just the end faces by selecting them in the Front View, which also selected a load of others in the model, which I deselected in the Top view using SHIFT-Right Click and dragged selections over them until only the front of the barrel was selected. Then I clicked Extrude and in the Right View I dragged the barrel out twice and then scaled up that end part in the Front view.



STEP 11: I grouped the model into 3 groups, the Scope ends, the Barrel end and the rest of the gun. Now I created a NEW material(1), clicked the box for the map(2) and opened the map I created then selected all the groups and Assigned(3) the material to them all, as you can see the mapping is very wrong :)



STEP 12: Now select just the main Gun group and open up the texture coordinate editor. Select Gun(1) then Left View(2) then remap(3) and you will see the gun faces from the side view. I scaled it down and moved it into position over the map of the side of the gun as shown. Now do the same for the Scope and Barrel but choose Front View before remapping. You may have to close the TCE(texture coordinate editor) and select each group one at a time. Cant remember now :)



STEP 13: As you can see I selected the Scope End group, aligned it over the the Red circle in the Texture coordinate editer and you get a red lens on each end of the Scope. I did the same with the hole in the barrel end.



STEP 14: A few renders with an old Free version of truespace, Its about 400 polys' which is quite acceptable I think, but with a bit more thought it could be reduced considerably. I hope you found this tutorial useful.Thats the tut for making weapons in milkshape3d.
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Post by jordanimal »

pyromaniac000 wrote:Nice model jordanimal but plz dont post in other ppls forums even if u did it accidently and i made a weird back for the minigun model and i got a tut for making weapons in milkshape3d which i will release sooon.
Sorry pyro. I'll take it off and replace with a link.
Offspring wrote:well that doubles the amount of polys witch will cause slowdown in the game and if you uvw unwrap it you should just make the holes black you dont need to create them. Makes it more fun to play with.
Well...I can make a model. I use inventor (engineering 3d modeler). You just design a texture which is just like a uvw wrap but way easier.

And plus i am thinking of making this for gtasa.
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Post by pyromaniac000 »

Heres an update i dont know if im keeping this or not because it will look weird in halo2 so just tell me what u think.
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minigun
minigun
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a baby seal





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Post by a baby seal »

Dear Lord. That looks nothing like a minigun. Go look at a picture of a real minigun, and model it after that.
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pyromaniac000





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Post by pyromaniac000 »

Thats y i said i didnt know if i should keep it and plus maybe that is what miniguns will look like in the future maybe they will have jack in the box handles u never know. :)
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jordanimal




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Post by jordanimal »

wow. .01/10

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