Walther P99 (tactical included)

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.
venomai




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Walther P99 (tactical included)

Post by venomai »

Third gun model I've made, done with 3dsmax and rendered in brazil.

Improvements to come:
-I've noticed the rear sight peg thing needs to be wider or changed into a double peg, I couldn't catch it on my original model.
-I've also noticed the silencer (at least the inner part) needs to be downsized.
-Details and grooves that couldn't be done (well) with texturing
-Lowering poly count if I ever decide to use it for a game or something.
-Changing the scope

set 1
Image


set 2
Image


Closeup on regular version:
Image


Details on tactical versions:
Image
Patrickssj6




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Post by Patrickssj6 »

looks good but...katarn where are you? he will rate your gun lol :P
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Post by Waverunner »

Nice job making the gun look really smooth. I like the design. Maybe you could add a couple more details, but not too many. With an awesome skin this gun would rock!
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Post by Patrickssj6 »

the one thing is that they only model the guns and don't get them in game.why doesn't someone make a map with only custom made guns and projektiles?
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Post by cooldude5990 »

yeah its lookin good just add a couple more details
Image
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Post by Katarn »

detailless and the most liberal polygon count i've EVER seen. Walter p99's don't have scopes.
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Post by venomai »

I wasn't on any kind of poly budget, as I'm not planning on using it for anything except practice. And as I mentioned in the first post, I'm changing the scope, the one on it now is just something that took my fancy, not something that would ever be found on a P99.


EDIT: What is the best way to add more details, such as screws etc..? The cut tool?
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Post by Waverunner »

Boolean is good too....

I like the scope on there, btw
Last edited by Waverunner on Thu Apr 14, 2005 5:41 pm, edited 1 time in total.
Patrickssj6




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Post by Patrickssj6 »

cut is an other tool
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Post by Katarn »

never use boolean EVER. don't use cut either. Read my gun modeling for dummies tutorial.
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Post by Waverunner »

Katarn wrote:never use boolean EVER. don't use cut either. Read my gun modeling for dummies tutorial.
Just out of curiousity... Why not?
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Post by Katarn »

it messes up the mesh and is less accurate.
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Post by Waverunner »

Katarn wrote:it messes up the mesh and is less accurate.
Do how do u subtract things from a model without it without tessalating, then getting the exact face to moce, and blah blah blah.... :?:
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Post by Katarn »

break the edge off, insert vertices, move vertices to position, extrude/bevel/inset/whatever.
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Post by Pie »

Much like Katarn said, need detail.

And boolean is horrible for guns :?

It works better for Base windows or hallways of sorts.
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Post by Waverunner »

Pie wrote:And boolean is horrible for guns :?.
Srry to be so annoying, but what is wrong with boolean? I mean, I have heard you guys say that it is bad, but how?

And deleting the edge and doing all that seems like so much more work, how can it be more accurate?

Again, sorry for being so weird about this, but just wondering :)
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Post by venomai »

Katarn wrote:break the edge off, insert vertices, move vertices to position, extrude/bevel/inset/whatever.
Ok, I guess I'd do the same for circular details like screws on a gun? How would I go about positioning each vertex properly to create a circle?
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Post by Katarn »

venomai wrote:
Katarn wrote:break the edge off, insert vertices, move vertices to position, extrude/bevel/inset/whatever.
Ok, I guess I'd do the same for circular details like screws on a gun? How would I go about positioning each vertex properly to create a circle?
Do it by eye, make a hexagon for screws, 6 sides is enough.
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Post by Patrickssj6 »

the cut tool is not as terrible as the boolean tool
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Post by Katarn »

Patrickssj6 wrote:the cut tool is not as terrible as the boolean tool
it still messes up the mesh
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