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[Model] UZI 9mm

Posted: Thu Nov 02, 2006 7:16 pm
by RaVNzCRoFT
Here's an UZI that I made. It took me about 3 hours. It's not finished because it's appearing in an upcoming Halo 2 mod and today was absolutely the last day I could work on it. Ignore the smoothing and rough polygon errors. About 2,500 polies, unoptimized, since I didn't have time to optimize it.


Image


Image

Posted: Thu Nov 02, 2006 7:59 pm
by V0Lt4Ge
Looks pretty good so far.

Posted: Thu Nov 02, 2006 8:42 pm
by thephatpanda
Sooo RaVNzCRoFT this is what u were working on okkk

Posted: Fri Nov 03, 2006 3:33 am
by metkillerjoe
A bit too thin for me, but I don't know how a 9mm Uzi should look like.

Great job otherwise.

Posted: Fri Nov 03, 2006 3:35 am
by cooldude5990
you got the right idea but its way to skinny and missing some key details

heres alot of great refs
http://www.imagestation.com/album/index ... 2104215333

Posted: Sat Nov 04, 2006 9:57 am
by dos mes
Ugly, too skinny and like cooldude linked to, use more refs :?

Not that bad, just undetailed and skinny...

Posted: Sun Nov 05, 2006 2:13 am
by rossmum
MY EYES! MY EYES! THE BRIGHTNESS! BLARGH!

Too thin, needs smoothing and some details. Did someone eat the cocking lever? :wink:

Posted: Sun Nov 05, 2006 2:34 pm
by The science of Kaboom
sweet, it needs an ejection port and a cocking handle.

Posted: Mon Nov 06, 2006 12:35 pm
by tanimax
How do you curve the edges like that? You see on the bottom of the clip, and the clip itself. And what program do you use?

Posted: Mon Nov 06, 2006 2:55 pm
by gh0570fchurch
rossmum wrote: Did someone eat the cocking lever? :wink:
Yeah, that was me. It tasted good. (No reference to the fifth word in the quote)

Anyway, it looks pretty good, but it's too thin, and maybe a little higher-poly would be nice. Otherwise, it's a good try for someone who's not particularly experienced with modeling.

Posted: Mon Nov 06, 2006 3:02 pm
by RaVNzCRoFT
I made the model a lot thicker, but it's not really a big enough update to post. So just imagine that the thickness problem is gone.

Posted: Mon Nov 06, 2006 3:08 pm
by gh0570fchurch
Well, other than that, I think it's fine. Maybe it would be easier to tell if I could see it without the thickness problem.

Posted: Mon Nov 06, 2006 3:11 pm
by RaVNzCRoFT
Image

Posted: Mon Nov 06, 2006 3:28 pm
by cooldude5990
its still really off, save those pictures and look at them while your making hte model

Posted: Tue Nov 07, 2006 12:14 am
by rossmum
Sights, cocking lever, detail. Width is less insane though.

Posted: Tue Nov 07, 2006 1:57 pm
by SnaFuBAR
render in perpective, not user. also use clay rendering with a dark background. it shows the details a lot better than a light gray object on a white background with no lights.

Posted: Tue Nov 07, 2006 3:22 pm
by metkillerjoe
It was in user? Wow, I respect you even more now, Snaf :D .

But yeah, clay render would be much better.


*searches history*

YES!!

http://www.cdg.net/forums/viewtopic.php?t=41876

Scroll down 3/4 of the page. You'll find one of the best renders I've seen and an explanation. Also, there is one above it that is awesome as well.


I take it back. The first one is the best I've seen.

Posted: Tue Nov 07, 2006 7:36 pm
by rossmum
SnaFuBAR wrote:render in perpective, not user. also use clay rendering with a dark background. it shows the details a lot better than a light gray object on a white background with no lights.
User? No wonder it looked weird... :lol:

Posted: Wed Nov 08, 2006 1:44 am
by SnaFuBAR
metkillerjoe wrote:It was in user? Wow, I respect you even more now, Snaf :D .
rossmum wrote:User? No wonder it looked weird... :lol:
you can tell that it's in user when parallel lines don't coverge backwards into space. this is also called isometric perspective. it's done in blueprints for the sake of accurate measurments/ no distortion.

in the bottom right hand viewport (when highlighted), just hit "P", and you'll be in perspective, rather than user.

also, to clay render, i usually set up a skylight (9-20 rays, cast shadows) and an omni light (.5-.7 intensity, no shadows) and light tracer. the fewer the rays, the more "clay" it'll be.

Posted: Wed Nov 08, 2006 2:52 am
by rossmum
I know what user does, I accidentally turned it on once before and lol'd at how weird it looked... didn't spot it this time though.