looks good, maybe look into the position of the blade? i think adding a forearm grip thats seperate from the blade would be good, something with a little lip at the end that would make it harder for your hand to slip and slice open =D
Looks great. The grip where the trigger is seems to be overly complex, doesn't seem easy to work. Is this a one handed weapon or a rifle? I can't tell. Seems too large to be a hand gun, but there doesn't seem easy be an easy way to support the gun with two hands.
Looks great. The grip where the trigger is seems to be overly complex, doesn't seem easy to work. Is this a one handed weapon or a rifle? I can't tell. Seems too large to be a hand gun, but there doesn't seem easy be an easy way to support the gun with two hands.
theres a grip on the knife handle that locks into the bottom of the gun that can be used to hold the weapon. The knife can be unlocked and used seperately if needed but this would mean firing the weapon with only one hand and thats pretty tricky . Yeah the trigger area is over complex just for fun I kinda liked the silhouette. Its a sci fi gun based on a mix of other guns both realistic and fantasy based.
I boxed out the forms with extruded splines but I realised I cant really use this to build up my high poly so Im just gonna build from scratch again but at least now I have a better idea of the proportions of the parts.
I cant seem to get max to bind a key to "use nurms subdivision" under editable poly. How do you guys do this? is it the "NURMS toggle (poly)" in customise or something else cause thats not working for me?
If you don't want to keep adding and taking away turbo smooth select your mesh and shift drag so that it is complete off your "working" mesh and make it a Reference copy. Now add turbo smooth to that referenced copy.
Anything you do to your "working" mesh will also be done to your referenced mesh and you will be able to see it with turbo smooth applied as well.
Thanks for the replys everyone. Well Im just sticking to turbo smooth and show end result for now. Modo does look nice but I use cinema4D at work and the whole reason Im doing this in max is just to test my skills with other software, I could probably do this faster in C4D but I want to learn how to do proper subD modelling in max cause Im still a bit of a noob.
Im using max 2009 trial and direct 3d mode was really glitchy(wheres the polygons gone? oh noes!) so Im doing everything in opengl mode.
heres todays progress about 3 hours, re made the stock twice :P this is harder than I thought.
some of the more lumpy bits on the ends will be inside other parts dont worry.
my 3 biggest enemys with subD so far are poles, tris and square objects. The way I extrude square objects is to inset the poly then chamfer the diagonals that the inset created...is this how other people do it?
Ok high poly is just about done is there anything I can add to this? I know my floating bits are a bit too visible in fpv but Im not sure what I can do about that?
Ged to add the shortcut to the nurms toggle go under Customize/Main UI/Editable Polygon Object/ Nurm toggle (poly) set that to whatever key you want. I usually set the subd level to 2.
thanks guys, yeah mop I quickly changed the thread subject after it was created cause I realised people might expect cheezy 70s stuff haha. Too bad the thread title on the forums stays the same :P.
I wasnt sure about the way the plasma grenade launcher bit joins to the rest of the gun, it just didnt look realistic in the last few renders so Ive done a little bit of a change and built a clasp type thing that holds it in place so it can be removed for maintenance. but now there are some gaps does it look better or worse?
might do that when I get back EarthQuake Im off on holiday to the lake district so I dont expect to finish this model in time for the contest but I will finish it.
Replies
theres a grip on the knife handle that locks into the bottom of the gun that can be used to hold the weapon. The knife can be unlocked and used seperately if needed but this would mean firing the weapon with only one hand and thats pretty tricky . Yeah the trigger area is over complex just for fun I kinda liked the silhouette. Its a sci fi gun based on a mix of other guns both realistic and fantasy based.
I was mostly inspired by this dude
http://www.alieninsect.com/alinpages/masterindex.htm
his weapon concepts rock!
Anything you do to your "working" mesh will also be done to your referenced mesh and you will be able to see it with turbo smooth applied as well.
Im using max 2009 trial and direct 3d mode was really glitchy(wheres the polygons gone? oh noes!) so Im doing everything in opengl mode.
heres todays progress about 3 hours, re made the stock twice :P this is harder than I thought.
some of the more lumpy bits on the ends will be inside other parts dont worry.
my 3 biggest enemys with subD so far are poles, tris and square objects. The way I extrude square objects is to inset the poly then chamfer the diagonals that the inset created...is this how other people do it?
Im doing this in my spare time, one piece at a time, so Ive put in about 11 hours in total on this so far. I like where its going
I really like how this is turning out.
Alex
I was half expecting a PI Magnum...
I wasnt sure about the way the plasma grenade launcher bit joins to the rest of the gun, it just didnt look realistic in the last few renders so Ive done a little bit of a change and built a clasp type thing that holds it in place so it can be removed for maintenance. but now there are some gaps does it look better or worse?