Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: Black Wolf on January 08, 2004, 08:36:03 am

Title: First attempt at high poly modelling
Post by: Black Wolf on January 08, 2004, 08:36:03 am
Well, first serious attempt/first attempt that's actually gotten anywhere. It's...err... well, pretty obvious really - a Freespace Primary (I know the basic design is actually very similar to an existing design, but I don't recall which one off the top of my head. I know it probably needs more detail, and it'll probably be given some rudimentary textures if I decide to make an ani out of it, though frankly I'm not really looking forward to doing that, as it'd mean exporting every object individually into lith, and then back in again. Ah well. Such is I s'pose.
Title: Re: First attempt at high poly modelling
Post by: Drew on January 08, 2004, 09:31:26 am
Quote
Originally posted by Black Wolf
a Freespace Primary  


call it the GTM Super Soaker XP 500000 :D
Title: Re: Re: First attempt at high poly modelling
Post by: Ashrak on January 08, 2004, 11:22:30 am
Quote
Originally posted by Drew


call it the GTM Super Soaker XP 500000 :D




I agree :) :lol:
Title: First attempt at high poly modelling
Post by: phreak on January 08, 2004, 12:25:16 pm
looks like the GSh-23.  Its used as the gun on MiGs and stuff

(http://www.zid.ru/images/products/military/gsh23.jpg)
Title: First attempt at high poly modelling
Post by: Stryke 9 on January 08, 2004, 04:58:28 pm
First rule of high-poly modeling: similar level of detail all over the model.

And aside from the presence of two barrels, Phreak, what do you mean?
Title: First attempt at high poly modelling
Post by: adwight on January 16, 2004, 08:29:32 pm
Add something to the barrels to make them less plain.  Maybe some indentations or so.
Title: First attempt at high poly modelling
Post by: Stryke 9 on January 16, 2004, 11:49:39 pm
Beveling-type-thing where it connects to the main body of the weapon. Interfacing bits good, at least until I or someone else figures out how to make something without 'em that doesn't look like a couple of primitives carelessly thrown together.