Mostly coder, but i try to learn other arts too. Since i'm a FPS freak having a few FPS-like engines almost made (but none finished :-P), all my model work is made to be used there. Skipping the extra blahblah that comes into my mind right now, i decided to make a small one-handed shotgun-like gun, similar to the one used in Blood 2, but not that shotgun like. Well, i'm not sure what i wanted to do, i had a vague image in my head and i was coming up with the "design" (beh) as i was moving the vertices around.
After i while, i came up with this:
(note image made in blender, the monkeyhead is a blender model - where other modellers have a teapot, blender has a monkeyhead)
The first person that saw it, thought that it was a sink. Someone else commented that i should look for reference images and build from them (i know i suck, i didn't do that). At this point i remembered that there is a references thread here, so i went to that modelgun site and saw some MadMax models. Note that i didn't wanted to replicate that shotgun (as i said, i don't want to make a shotgun). Anyway, after a while, i came up with this:
Mesh:
Which i think is a little better. However, i think there is something wrong but possibly due to my inexperience, i can't spot it.
Any ideas?
Note: i'm much more comfortable with low-poly models than high poly ones - that probably stems from my coder side where i try to keep polys down :-P
Note2: the gun has no trigger because the trigger is not visible. Also in the mesh version, i moved the hand a little behind.
Also another question: are there any online tutorials/guides/whatever on texturing models? Most of my attempts at the past were extremely sucky.
Replies
Oh and is this a first person weapon model only (since you left out the trigger)? If that is the case you can leave aout a lot more than just the trigger!
Otherwise not bad for coders art
(sorry, i'm not sure what you mean by "fuse" ... searched in wikipedia and google images found all sorts of different stuff)
Well i'll possibly use it as a base (that is, i'll add a trigger :-P) for an in-game (pickup) model too. I thought i could just remove the invisible triangles, but i prefer to keep it like this because i might add self-shadowing and it might not work if the model is not watertight.