So I started working on the Half Life 2 Pistol model, and here are my first screens. Highpoly is pretty close to being done.
The model will be replacing the in-game model if everything goes as planned. The magazine isn't accurate I realize this, but since it's barely/not visible in the game I don't wanna spend to much time on it. I gave it some detail to make it believable for the few times you might see a bit of it.
I'm posting it here for any tips and/or criticism, so go wild
Thank you for watching!
Replies
grip is too curvy, trigger area is just plain wrong
bolts on pistol grip don't need to be there
no magazine release button
sample ref
http://forum.rap4.com/paintball-gallery/albums/userpics/10002/IMG_3460.jpg
Slightly dissagree, seeing as its a remake of this http://www.combineoverwiki.net/w/images/9/9a/USP_Match.jpg I think he pretty much nailed it, however I agree that the bolts on the grip do look out of place.
I think if you change it too much to be like the real life version you will lose the half life 2 feel of the weapon.
I agree with greenglow, not feeling the bolts on the grip.
@n88tr: You have some good points and I completely forgot about the magazine release switch. I'll remove the bolts since I only put them in there as some extra detail, but now that I look at it they do seem unneeded an random.
@greenglow2004: Yar like you said, it's a remake of the HL2 pistol and not so much the reallife USP. That's why I take some liberties and go for fantasy rather than 100% reference sometimes, just to keep the HL2 feel. I'll remove the bolts and I'll look at the grip some more.
@Shiv: Yes I did find a few references that looked more similar to the HL2 pistol which I'm using. Didn't find that one though, thanks!
@sltrOlsson: Thanks, I'm on it
I'm at work now but I'll work more on this tonight. Thanks for the replies guys.
If you do same detail as this guy did then you will have next gen HL2 pistol :P
https://plus.google.com/photos/103251161303647936531/albums/5569509046623751505?banner=pwa
Especially adding the few extra ribs to the backside of the metal slide took me some time Not sure if I took the best approach, but hey.. I got there in the end
Oh and about the grip, I realize the dots on the grip aren't there on the real life pistol, but personally I'm not a huge fan of how the grip looks on the real pistol, so I think I'll keep the dots just because I personally think it looks better.
As before C&C are welcome! (also if my presentation sucks, please do tell)
And the original model to compare to. (obviously the credits go to valve/whoever it was @ valve who created it.)
Will be putting the pistol into the game now, and then it's time to start the textures.
What is the tri-count on this baby?
Thanks, I'll see if I can make the normal map a bit more obvious in photoshop.
Polycount is sitting at 2491 at the moment, but I haven't optimized it yet. Since it's the viewport model I'm still gonna delete some faces that will never be visible, just to save some extra triangles.
Meanwhile I've been fighting with compiling, figuring out how to get it into the game. Gave me some frustrations, few tears and a lot of facepalms. But I got it to work with some help of a friend on steam. I'm still using the normal map as a texture here and the model isn't using the normal map as normal map yet. But that's what I'll be figuring out next. After that I'll be starting on the textures!