Author Topic: Tremulous Weapon Models  (Read 14868 times)

DeathSkull

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Tremulous Weapon Models
« on: October 13, 2009, 04:38:43 pm »
Greetings!

Most of you probably know me as the writer of The Harder They Fall, and rest assured, I'm still doing Tremulous writing, ;) but I've decided to try my hand at something I worked with before I started writing, and that's modeling. So, yesterday I sat down and messed around in Blender for most of a day and I procured two, yes TWO weapon models for Trem. The first one actually took most of my time and is probably the oft forgotten and likely the most boring weapon in the game: the blaster.





The next one took maybe an hour and a half of tinkering around, maybe a tad bit more, and will come as no surprise to anyone who knows me.

The Mass Driver:





Hopefully I'll be getting them textured soon and trying to get them to work in-game. For now, this is what I have.
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Jedarus

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Re: Tremulous Weapon Models
« Reply #1 on: October 13, 2009, 07:25:58 pm »
If this is a first time effort, it isn't that bad. I like the vat of radioactive material that's sickly green in colour. It stands out in contrast to the rest of your model, even with texturing.
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DeathSkull

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Re: Tremulous Weapon Models
« Reply #2 on: October 13, 2009, 10:43:12 pm »
Yeah, nothing is textured yet (except the energy tubes in the blaster and MD) but yeah, these are my first real weapon models. I still need to learn how to texture them just right, but that will come in time.
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MitSugna

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Re: Tremulous Weapon Models
« Reply #3 on: October 14, 2009, 02:11:34 am »
They look horrible... :/
You can now rage-model.

Minimum

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Re: Tremulous Weapon Models
« Reply #4 on: October 14, 2009, 08:42:02 pm »
These are both pretty good attempts for a first-time model. I can't really think of any suggestions, however.

Hendrich

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Re: Tremulous Weapon Models
« Reply #5 on: October 14, 2009, 11:16:50 pm »


If you tilt your head sideways to the left, it kinda looks a telephone thats sitting on a stand. ;D

For a first time, these models look great, I think they just need moar polys/effort put into them.

Redsky

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Re: Tremulous Weapon Models
« Reply #6 on: October 14, 2009, 11:34:06 pm »
I like where blaster is going - with a few small changes it could look really nice(and i mean Really Nice).
MD model however needs general remodeling (its too blocky, very weird thin connections holding scope, blocky and generally not very interesting butt). Don't mean to discourage you - i know that fine looking models take lots of time planning and making.  :angel:
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Lonly

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Re: Tremulous Weapon Models
« Reply #7 on: October 17, 2009, 12:17:43 am »
Try better please, or add a texture with a chunck of cool features that makes it look HD. 1.2. will own this project.

DeathSkull

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Re: Tremulous Weapon Models
« Reply #8 on: October 17, 2009, 12:46:12 am »




Rounded a tad bit, I'm going to maybe add some more features later.
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mooseberry

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Re: Tremulous Weapon Models
« Reply #9 on: October 17, 2009, 03:12:35 am »
It looks nicer but I think it would be very uncomfortable to hold - you need some grip at the far end, or extend the body outwards longer. And I think the barrel should not be like a typical sniper barrel, this does not shoot bullets after all. Make it look that way.
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DeathSkull

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Re: Tremulous Weapon Models
« Reply #10 on: October 17, 2009, 03:51:04 am »
Yeah, the barrel is mostly a placeholder while I fix the bod.

I did make the barrel shorter, actually, but didn't think to make the body longer. >_>
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Minimum

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Re: Tremulous Weapon Models
« Reply #11 on: October 17, 2009, 10:43:07 am »
Try better please, or add a texture with a chunck of cool features that makes it look HD. 1.2. will own this project.

Please uninstall life. Thankyou.

@DeathSkull:

I think its looking better with the roundedness, but a bit more detail maybe? Pipes moving the green stuff in the barrel around would be nice, in my opinion. Kinda like the new xael, which is in this: http://tremulous.net/forum/index.php?topic=12027.0
Also possibly make the barrel three-pronged, like the other mass driver somewhere on this forum.

Keep going. Again, for an early model its brilliant.


DeathSkull

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Re: Tremulous Weapon Models
« Reply #12 on: October 18, 2009, 12:51:03 am »
Alright, I think I'm almost done with the model itself, for now. Made changes to the barrel, mostly seen here:



As well as the scope, as seen here:



The first picture was taken before I did the scope change, bit I liked the angle so I kept it.
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DeathSkull

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Re: Tremulous Weapon Models
« Reply #13 on: October 18, 2009, 01:16:40 am »


A shot of the Mass Drivers, side by side.
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Hendrich

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Re: Tremulous Weapon Models
« Reply #14 on: October 18, 2009, 02:32:31 am »
Lookin' good. :D

Repatition

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Re: Tremulous Weapon Models
« Reply #15 on: October 18, 2009, 05:13:58 am »
personly all i can say is yuck! :booster: but you will take some time to learn good modeling it took me a few months
« Last Edit: October 19, 2009, 02:20:59 am by Repatition »

mooseberry

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Re: Tremulous Weapon Models
« Reply #16 on: October 18, 2009, 05:24:31 am »
personly all i can say is yuck! :booster: but you will take some time to learn good modeling it took me a few months but i'm a natural

Do enlighten us.  ::)
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Winnie the Pooh

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I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

MitSugna

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Re: Tremulous Weapon Models
« Reply #18 on: October 19, 2009, 02:13:27 am »

Minimum

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Re: Tremulous Weapon Models
« Reply #19 on: November 02, 2009, 07:10:02 pm »
He edited it off...

Can we have a polycount? I remember .md3's have a really low poly limit, something like 1000 :<

DeathSkull

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Re: Tremulous Weapon Models
« Reply #20 on: November 04, 2009, 01:41:45 pm »
The MD is pushing it (like 800 something polys). The current blaster is like 300 something, but I'm going to be editting it. I'm also currently working on the rifle.  :)
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gimhael

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Re: Tremulous Weapon Models
« Reply #21 on: November 04, 2009, 02:22:11 pm »
Can we have a polycount? I remember .md3's have a really low poly limit, something like 1000 :<

The limit is 2000 triangles or 1000 vertexes.

If you really want to push the limits: I think these limits are not per model, but per model surface, so you could theoretically create a model with more than 2000 tris by splitting it into separate surfaces. (One surface is all the geometry rendered with the same shader)

Repatition

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Re: Tremulous Weapon Models
« Reply #22 on: November 04, 2009, 09:23:07 pm »
i noticed your have your models smothed but no sub surface editor...put one on it looks much better!

{7}wrath

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Re: Tremulous Weapon Models
« Reply #23 on: November 05, 2009, 12:02:33 am »
gimhael, could you tell me how to split up my model into more than one surface? http://i.imgur.com/5235Q.png <-this tyrant I've been working on is already over the limit.

gimhael

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Re: Tremulous Weapon Models
« Reply #24 on: November 05, 2009, 10:39:14 am »
Well, I can't tell how this works in your modeling program, but the Q3 renderer limit of 2000 tris is per texture/shader. If you have a model that uses multiple textures you can have a total number of tris that is higher than 2000. The armoury uses two textures, so it has been done before.