STEN MK II wooden butt, model rel, anim and skins wanted
Another model I've done (in fact my second model:) ) . It's a sten with a wooden butt .
If anyone could animate it and skin it for me it could be great.
PS : Take a look at my grease gun too. :D
Sclass12
07-19-2003, 06:21 AM
is the barrel supposed to be that fecking long?
Rotkopf
07-19-2003, 07:22 AM
It´s probably because the HL engine warps models, and without a long barrel the gun would look warped in game. Just look at the standard dod models to see what I mentioned. They´re stretched.
Marksman
07-19-2003, 07:31 AM
Are you sure you learned that off me??
I draw the gun on that image.,the barrel seems long to me too.
But I still got to work on it.
You did make it too long, i would cut 1/6 of its current size now off.
Strider
07-19-2003, 10:27 AM
Looks great, but the mag looks alittle small...
Here we go shorter barrel and longer mag.
Is it better?
Strider
07-19-2003, 12:14 PM
Much Better...
Although, I don't weapon skin...
But I'm sure Polygon or Russ are willing to take a shot or all the rest of the Awsome Weapon skinners around here...
Sgt.Sinister
07-19-2003, 12:42 PM
it would need to be meshed first.
Ska Wars
07-19-2003, 03:48 PM
Looks like the one i made a while back.
You could try asking Russ to skin it as he did a great job reskinning the default sten.
Ska
Dillinger
07-19-2003, 06:51 PM
I'll be happy to give this a go, if you post the meshes :)
thanks a lot for your advices, guys. It will help.
@Dilliger: here they are, I put it in different formats. I hope I didn't make to much mistakes that could prevent from meshing...:(
rotzbua
07-21-2003, 04:38 PM
plz mesh it...
i really want to skin it...
Did anyone else even realize this model is 4600 polies?
Remake it with...
Less stacks
Less slices
Don't ever boolean on a model unless you are very experienced
Not everything needs to be modeled in
Keep the polycount under 2000
well, by today's standards and with today's high end machines, most people can handle 3000+ poly weapons. 4600 is pushing it though
4600 is ridiculous, and then you add the 1000 poly hands. I'm not try to be mean in spirit, but a lot of the people on these forums don't model, and just go, "That looks great, release!" It leaves a bad impression that polycounts like that are okay to people who are just starting out.
i know what youre trying to say, and you would know since youre a great modeler. most people dont care how large the poly count is, but it is a major factor in the model. in this model specifically, he could take out the holes in the barrel jacket and using transparencies.
Or not make 20 slices on every cylinder. I should start modelling more :(
you should :\
whyd you ever stop, you made great models that id be blessed to get my hands on to skin.
Berquist
07-21-2003, 07:14 PM
Originally posted by Hallock
Or not make 20 slices on every cylinder. I should start modelling more :(
Yeah you should.
Originally posted by Mike[1stid]
you should :\
whyd you ever stop, you made great models that id be blessed to get my hands on to skin.
I was banned for nearly a year and about two months in I was told to have people stop posting my work for me, so there was no longer a point.
Sgt.Sinister
07-21-2003, 07:24 PM
Originally posted by Hallock
Or not make 20 slices on every cylinder. I should start modelling more :(
Do it, we all want you to. C'mon...you now you want to...:D
Originally posted by Hallock
I was banned for nearly a year and about two months in I was told to have people stop posting my work for me, so there was no longer a point.
i remember :\
-=GENO=-
07-21-2003, 08:10 PM
whats wrong with having a high poly count?
Trigger
07-21-2003, 08:26 PM
There's nothing wrong with a high polycount, it's wether or not it's worth the ammount of detail in the model. When you can get the same detail using less polys and clever modeling and texturing, then there's no need to make it so high.
You don't bog down peoples computers so you can have a groove in some knob no one can see and can be skinned in anyhow.
-=GENO=-
07-21-2003, 09:07 PM
Originally posted by Trigger
There's nothing wrong with a high polycount, it's wether or not it's worth the ammount of detail in the model. When you can get the same detail using less polys and clever modeling and texturing, then there's no need to make it so high.
K thanks
Yes I know about the huge polycount...
Now I'm trying to animate and skin it, just have some skins to do and its done.
I had to use milkshape and I realize how generous I was with the polys, I fact I've use the polygone reducing tool and I reduce by 80%, with no real change, so the polycount it now about 1200. :D
Plastic Fantastic Lover
07-22-2003, 03:47 PM
Snoogans.
Now it just needs to be meshed, skinned, and animated.
Dillinger and Glimsharp! Get on it!
if its a decent mesh ill skin.
rotzbua
07-22-2003, 07:48 PM
if there would be a .mdl with a good mesh i would skin it too
Capt. Glimsharp
07-23-2003, 09:41 AM
Time for me to get my animation tools ready eh ?
:)
gabagoo
07-23-2003, 10:14 AM
you could save about 600 polys using transparansies(SP o_O) :P
rotzbua
07-23-2003, 10:20 AM
mesh?
Here we go, I had to restart nearly everything because it was too buggy to be compiled.
I've spend my afternoon trying to compile my other model (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=13110)
see the result :D ...
By now the MKII must be ready to be skinned and animated.
1730 vertices
2276 triangles
It's a little bit high :) but it could be done
the file in ms3d format+ the UV skins
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.