Sijun Forums Forum Index
Log in to check your private messages
My Profile Search Who's Online Member List FAQ Register Login Sijun Forums Forum Index

This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.
   Sijun Forums Forum Index >> Work in Progress
View previous topic :: View next topic  
Author   Topic : "3D Solenoid Quench Gun & High Velocity Armor Piercing Gu"
Monolith
member


Member #
Joined: 04 Apr 2002
Posts: 65
Location: Switzerland

PostPosted: Thu Jun 20, 2002 4:59 pm     Reply with quote
Uhm... These are guns from the Manga "Battle Angel Alita" ( or GUNNM for english ppl's )

Really love those type of ( big ) weapons so i thought i start to model them.

Solenoid Quench Gun





Description:
This model is stil in work...
It misses a receiver for the energy beam generated and shoot down from a flying object called Gabriel so the gun has enough power to shoot a 20mm caliber with the speed of 3.1MpS.
It also misses back wings which compensate the enormous recoil with megnetic field technology ( it's not my story! )


High Velocity Armor Piercing Gun





Description:
Thats s "simple" ( ROFL ) High Velocity Armor Piercing Gun. Nothing much to say about it... Goes through any "light" bodyarmour like throwing a stone into a glasshouse but has a lack against soft materials like persons... Goes that fast through the body it doesn't do that much damage.

[ June 21, 2002: Message edited by: Monolith ]
Back to top
View user's profile Send private message Visit poster's website
manofsuede
junior member


Member #
Joined: 08 Apr 2002
Posts: 29
Location: Hendersonville TN, USA

PostPosted: Thu Jun 20, 2002 7:16 pm     Reply with quote
the very first image, looks like the gun has an eyeball, i doubt that is what it is supposed to be, so you may want to alter it slightly
Back to top
View user's profile Send private message Send e-mail
ixs
junior member


Member #
Joined: 08 Aug 2001
Posts: 13

PostPosted: Thu Jun 20, 2002 9:08 pm     Reply with quote
That's what it looks like in the manga.
Back to top
View user's profile Send private message
balistic
member


Member #
Joined: 01 Jun 2000
Posts: 2599
Location: Reno, NV, USA

PostPosted: Fri Jun 21, 2002 9:06 am     Reply with quote
Oh hell yes. Can't wait to see it finished.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger
Monolith
member


Member #
Joined: 04 Apr 2002
Posts: 65
Location: Switzerland

PostPosted: Fri Jun 21, 2002 10:08 pm     Reply with quote
@manofsuede
Hmm... I don't really understand what's wrong with the eye... It looks the same like on the reference pictures... I just kept the eyelids half closed... Maybe you could tell me a little bit more?

@ixs
Thats what they supposed to be

@balistic
I'm working on it �:]

@chrono1
Okay... You like the design ( which is not mine ) and you think the polygoning is HORRIBLE ( which i did ).

I know it's impossible to make everyone happy but just to say it's horrible really makes me get pissed
To justify myself... When ever i make models which are not my own designs i try to make them witch all the details i can see ( to find the details is more difficult than making them but i think you know that, don't you? ) but keep the polycount as less as possible ( should i make the barrel of rifle with 20 hight segments if i only need 1? ).
At the moment the Solenoid has a total count of 18'000 Polygons ( wire ) so this is NOT a ingame weapon model! ( what game did you expect could handle these polycounts!? Unreal? Quake? Yeah... Maybe in 5 years or later... ROFL! ) nor a initial prototype! This is a prototype with about 700 Polys so they could be used in Q3A or Unreal! But not the one showed above!

A hint from me when talking to another one about "bad" use of polys... Telling him it's HORRIBLE is 0% effective. Telling him what's wrong is a lot more.
Sorry for beeing in a bad mood this is something i can't accept.
Back to top
View user's profile Send private message Visit poster's website
chrono1
junior member


Member #
Joined: 24 Jan 2002
Posts: 25

PostPosted: Fri Jun 21, 2002 11:04 pm     Reply with quote
While the designs are cool, especially manga stuff.

The HORRIBLE polygoning is not. I'm assuming that these are either models for ingame weapons, the intial prototypes(practice models) for modelling practice and getting there general forms correct, or for very quick rendering in an animation sequence.

I suggest that you re-model both guns and not be afraid of "still" image models that have large polygon counts(30,000+).
Back to top
View user's profile Send private message
chrono1
junior member


Member #
Joined: 24 Jan 2002
Posts: 25

PostPosted: Sun Jun 23, 2002 6:49 pm     Reply with quote
Monolith, it's plenty clear that you are very much a beginner at 3d modelling. The model images and the stated polygon counts really prove that. I totally understand the methodolgy that you are trying to implore. The simple fact of the matter is your're not ready for that level of modelling yet! It takes years(or at the very less MONTHS of real time work) and dozens of re-builds of single models to get to the ideal state of "less-is-more". Tons and Tons of practice will tell you exactly what can be done and in what matter it should be done in.

Example: The 3d Star Trek Akira is only well less then 50,000 polygons and was strictly built for animation at a distance or with blurring of the model to "hide" this clear and obvious facetting.

I may have not been clear on what I meant. Clearly you view it as offensive. That was not my intention.

The "polygoning", abit of a slang term and in no way descriptive of the "building" of a model, I referred to is the clearly visible angles where there absolutely should not be ANY! Rounded surfaces don't have obvious angles to them unless they are "meant" to be designed that way.

An easy thing to remember is that while a 12-16 sided cylinder may look very round when seen 5 meters away. At 2 meters it starts to show that it's not round at all and not even adjusting the textures shader angles will "hide" that fact. That's EXACTLY why I thought this was a prototype or ingame weapon!

Hell even some ingame weapons are smoother then the "faceting", which is the term that I wanted to use but couldn't think of it at the time, that is happening on your weapons.

Oh and BTW, 18,000 polygons for the Solenoid is VASTLY far too many, even with the triangulaton that some 3d programs have. For 18,000 worth of model you should have FAR more detail. So you may also want to look for extra "hidden" polygons and extra "hidden" points that may have popped up during your buildling process.

Oh and BTW part 2, don't use the same number of sides for the inside of a tube as the outside of it! I personally add double the number to the size of the inside, but that also depends on the what and where of the tube in question! A highly detailed tube made for close-ups 50-75 inside with maybe 60-200, while a medium detailed tube would be around 12-22 with an outside of 24-36. So it truely vary's with what level of detail you want to work with!
Back to top
View user's profile Send private message
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Sijun Forums Forum Index -> Work in Progress All times are GMT - 8 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum




Powered by phpBB © 2005 phpBB Group