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Girly gun
show user profile  Mr_Stabby
Im making a gun for one of my characters, the idea was that its a mix between 18th century pistol type and a revolver that looks real girly but packs a big punch.

Im having some trouble with materials as they dont really looks like i would like them to but heres what i got so far

c&c?

read 612 times
9/1/2010 9:38:53 AM (last edit: 9/1/2010 9:38:53 AM)
show user profile  mrgrotey
You sure you didnt set out to model a bad-ass gun, realise it it came out looking girly then just say thats what you were aiming for in the first place? ;)

Looks ok. The woods faaaaaaar to shiney, the hammer is completely unidentifiable and the whole thing looks a bit mutilidated by the turbosmooth modifier. The mapping of the wood is pretty bad too, just do a single planar map, thats how wood goes through a real object anyway. Thats what I did for the wood below, a simple linear wood grain texture mapped from above...
The shape of the handle takes care of all the waveyness





read 579 times
9/1/2010 12:05:43 PM (last edit: 9/1/2010 12:21:05 PM)
show user profile  Westcoast13
Thats a good tip right there Mike. :)


My Turbosquid Area

read 520 times
9/1/2010 7:20:35 PM (last edit: 9/1/2010 7:20:35 PM)
show user profile  Davious
nice tip yes, as for the gun, it's ok , looks like the revolving chamber needs more edges.
Please post a clay and wire. Then we can help more.

" Difficult, yes. Impossible , no..."

read 514 times
9/1/2010 7:29:26 PM (last edit: 9/1/2010 7:29:26 PM)
show user profile  soontekk
all girly guns are pink, have diamonds and flowers
they are also a small caliber and smell of rosebuds
they come with matching shoes, handbag and gloves
just saying ..

melting ur brainz!
/ FOS4 / FO2 / iStockphoto / Twitter / Facebook / Vimeo /


read 509 times
9/1/2010 7:39:48 PM (last edit: 9/1/2010 7:39:48 PM)
show user profile  9krausec
@MrG- How did you do the bands across your gun? Did you use displacement or normal map?
read 499 times
9/1/2010 8:35:06 PM (last edit: 9/1/2010 8:35:06 PM)
show user profile  Westcoast13
The mapping of the wood is pretty bad too, just do a single planar map, thats how wood goes through a real object anyway. Thats what I did for the wood below, a simple linear wood grain texture mapped from above...


My Turbosquid Area

read 497 times
9/1/2010 8:39:34 PM (last edit: 9/1/2010 8:39:51 PM)
show user profile  9krausec
The BANDS!!!! across your gun. The gun wrap. The straps. The leather grip piece.
read 487 times
9/1/2010 9:32:41 PM (last edit: 9/1/2010 9:32:41 PM)
show user profile  mrgrotey
lol I understood dont worry ;)
sorry for the OT Mr Stabby.
I made them from manually placed splines in max, extruded, bevelled, and taken into mudbox to extract normals from. its a normal map.



read 483 times
9/1/2010 9:36:45 PM (last edit: 9/1/2010 9:36:45 PM)
show user profile  9krausec
That is the next thing I want to pick up from max, normal mapping. I have never done it, but it seems like it would be really useful. I never really pay too much attention to poly count (unless I am doing a large scene), cause I have been primarily creating still renders.

Yeah Mr.S -Sorry for being offtopic!

But the handle of the gun makes it look ineffective when trying to grab/ hold the gun. Too knobish if you will. I would give it some more definition. Look at some images of the guns used in the pirates movies.
read 472 times
9/1/2010 10:35:56 PM (last edit: 9/1/2010 10:35:56 PM)
show user profile  Joey Parker Jr.
I would say in general there are proportion issues. The barrel is long but it also seams too large for the other components. The shape is nice and the textures are coming along very nicely but it's not looking like it's tied together well. The wood below the cylinder is unusual and it looks awkward to hold.




read 443 times
9/2/2010 1:42:41 AM (last edit: 9/2/2010 1:42:41 AM)
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