Yoshi 10 Posted December 28, 2013 (edited) Hi, Welcome to the tactical M4 variants mod. Here I'm going to keep you updated on my progress with the list of things I have to do. I am new to modelling so I'm going to take it slow at first. Here is a list of Things I want to accomplish with this mod. M4's - 4 Versions M4's Textures - 4 Variants Various scope attachments Silencers Handgrips M203 Surefire flashlight Here is my first Pic of my progress to give you an Idea on my weapon of choice. Any help would be great on this project. Here is my first update, I've added a rail to each side of the guard. Hope you all like Edited December 28, 2013 by Yoshi Update Share this post Link to post Share on other sites
R. Brown 10 Posted December 28, 2013 Pretty excited to see how this turns out keep up the good work!! Share this post Link to post Share on other sites
m1n1d0u 29 Posted December 28, 2013 Here we go ! a guy with who gonna maka a good magnifier with an aimpoint ! you're my god ! Share this post Link to post Share on other sites
Yoshi 10 Posted December 28, 2013 Thank you for that :) I have a question to pose to any 3d modellers. I can't seem to figure why this is happening, I'm trying to model a Guard that goes over the rail but these small areas keep coming up. Any ideas on how to solve would be great, I'm using blender :) Share this post Link to post Share on other sites
PuFu 4600 Posted December 28, 2013 please provide wireframe + a bigger perspective viewport picture Share this post Link to post Share on other sites
Sgt.Spoetnik 10 Posted December 28, 2013 Sweet!,looks amazing, great job Share this post Link to post Share on other sites
Yoshi 10 Posted December 28, 2013 Ok I have fixed the problem, I had doubles all over the place... What can I say, I've only been 3d modelling for over 12 hrs. here is the new guard. Hope you like it :) ---------- Post added at 18:26 ---------- Previous post was at 18:11 ---------- Here is the Front part of the weapon, still not finished but well on it's way. Top view And here is a preview of what scopes I hope to add in game for this mod. Please be patient, I am new to this modelling lark but I hope to at least release a good mod for you all. Share this post Link to post Share on other sites
Rages123 10 Posted December 28, 2013 Will you please make your M4 / Attachments work with this http://www.armaholic.com/page.php?id=23243 this way the attachments will work on various weapons Share this post Link to post Share on other sites
Yoshi 10 Posted December 28, 2013 Ok so I'm just adding the last few parts on the front half of the rifle and would like to know how to put ridges on this. I want it to resemble this look. Any ideas on how to do it in blender? And I will do my best to make it compatible, I'm not familiar with configs at all, so I might need some help or time. Share this post Link to post Share on other sites
Scruffs 10 Posted December 28, 2013 wow man. Good luck. I hope you add some magpul variants. i.e the magpul angle foregrip, the stubby foregrip, buttstock, etc etc. Make them tan, and OD Green...sorry just fantasizing. Share this post Link to post Share on other sites
Yoshi 10 Posted December 28, 2013 Nothing wrong with asking for a few extras, I'll see what I can do :) Share this post Link to post Share on other sites
Rages123 10 Posted December 28, 2013 Nothing wrong with asking for a few extras, I'll see what I can do :) were you talking about this Will you please make your M4 / Attachments work with thishttp://www.armaholic.com/page.php?id=23243 this way the attachments will work on various weapons or this wow man. Good luck. I hope you add some magpul variants. i.e the magpul angle foregrip, the stubby foregrip, buttstock, etc etc.Make them tan, and OD Green...sorry just fantasizing. or both? Share this post Link to post Share on other sites
Scruffs 10 Posted December 28, 2013 Hey Yoshi. PM me if you need any testers when you get things ready. I have a whole gaming group that will love to test out weapons Share this post Link to post Share on other sites
scarecrow398 43 Posted December 28, 2013 Nothing wrong with asking for a few extras, I'll see what I can do :) I hope you have patience of carbyne coated diamond rods because the thread is about to quintuple with item requests now. :p Share this post Link to post Share on other sites
agamennone 0 Posted December 28, 2013 (edited) I want it to resemble this look. http://img17.imageshack.us/img17/8973/wzm5.jpg Any ideas on how to do it in blender? And I will do my best to make it compatible, I'm not familiar with configs at all, so I might need some help or time. really nice!! keep going! polar array with a small parallelepiped?? Edited December 28, 2013 by Agamennone Share this post Link to post Share on other sites
Linkage 10 Posted December 29, 2013 These look brilliant mate, keep up the good work! Share this post Link to post Share on other sites
ratnl 27 Posted December 29, 2013 Would be perfect if this weapon can shoot with the RH Mk 262 round Verstuurd vanaf mijn HTC One X+ met Tapatalk Share this post Link to post Share on other sites
Yoshi 10 Posted December 29, 2013 Here is a small update for you guys, I've redone the guard and rails, and added a folding battle sight to the front :) Hope you enjoy, and if I can I'll be adding the ability to use various rounds with this mod so I'll see what I can do. ---------- Post added at 14:22 ---------- Previous post was at 12:38 ---------- Here is my started handle, I'm currently looking at modelling different ones for each gun. But it might take me a while. here is my first one, bare in mind I have yet to refine it. Also I have a question. Does the model have to be one object, and what is the limit on verts and faces? Share this post Link to post Share on other sites
Tisor 17 Posted December 29, 2013 Limit on faces is around 25000 if I don't remember bad. Vertex are around 35000 I think. For the thing you ask on that lines thing, I would recommend you to use texture + RVMATs for it. you will be saving a lot of polygons there. Share this post Link to post Share on other sites
Yoshi 10 Posted December 29, 2013 To get any decent looking model I would have though they'd give us more breathing room. I'm not finished yet and my model's at 43k on faces alone. I don't want to have to scrap it because I've put a lot of work into it. ---------- Post added at 15:20 ---------- Previous post was at 15:03 ---------- Well, here is the finished grip. I've done what I can, seeing as it is my first time doing 3d modelling I think i'm doing ok. Share this post Link to post Share on other sites
scarecrow398 43 Posted December 29, 2013 (edited) To get any decent looking model I would have though they'd give us more breathing room. I'm not finished yet and my model's at 43k on faces alone. I don't want to have to scrap it because I've put a lot of work into it.---------- Post added at 15:20 ---------- Previous post was at 15:03 ---------- Well, here is the finished grip. I've done what I can, seeing as it is my first time doing 3d modelling I think i'm doing ok. http://img20.imageshack.us/img20/1271/ka5b.jpg First off, it's 32768 vertices/points (corner of a polygon) as the hard limit with directX (I belive that was DX9, dunno what DX11 is doing now, I think it's limitless). The engine loads something like 19000 triangles though (according to vespa). Anyway, just remember how people are going to be viewing the model, You don't need to have 3000 poly on a muzzle break when no one will be looking at it, etc You can keep going with a high poly one you currently have but your're going to have to create a lower poly model for use in game, for example both of these are sub 20k poly: Admittedly this guy's worked for infinity ward and Crytek but you get the idea... Just an example of something to bring down the detail, here's the original (look at the embossed 'Aimpoint' on the magnifier) Example Uno and here is after it's been baked, normaled, textured, etc. Again, note the text Example Duo Edited December 29, 2013 by Scarecrow398 Share this post Link to post Share on other sites
Yoshi 10 Posted December 29, 2013 And how would I do that, Start all over again, I'm new to it and I don't want to just scrap what I have. Share this post Link to post Share on other sites
J. Schmidt 10 Posted December 29, 2013 You can try to create a bump map, I know in 3ds max you can create a low poly model then use the bump tool and place the high poly model over the low and create a map out of it. (I haven't been very successful in doing so but many others have.) Just look for YouTube tutorials on bump mapping. Share this post Link to post Share on other sites
roshnak 41 Posted December 29, 2013 (edited) Honestly, it might be a little ambitious to try and release the model that you are learning modeling on. You don't seem to know a lot about the process yet and you still need to unwrap and texture the model. Give me a bit and I will link some tutorials and stuff. Edit: Tutorial stuff Youtube playlist, full weapon creation tutorial by Millenia: Tutorials by Racer445: http://cg.tutsplus.com/author/evan-racer445/ Some good resources: http://wiki.polycount.com/ http://www.polycount.com/forum/forumdisplay.php?f=43 There's more stuff but I got lazy. This should get you headed in the right direction. Edited December 29, 2013 by roshnak Share this post Link to post Share on other sites
PuFu 4600 Posted December 30, 2013 You can try to create a bump map, I know in 3ds max you can create a low poly model then use the bump tool and place the high poly model over the low and create a map out of it. (I haven't been very successful in doing so but many others have.) Just look for YouTube tutorials on bump mapping. you mean normal's map. And there is no "bump tool" in 3ds max. ---------- Post added at 03:14 ---------- Previous post was at 03:12 ---------- And how would I do that, Start all over again, I'm new to it and I don't want to just scrap what I have. You don't need to scrap it, you need to understand how you can use textures to optimized polygon count towards area that you need to see. As previously said, you might want to get this right for the purpose of getting this right and learning a process rather than releasing it for an audience (one does not deny the other though). Share this post Link to post Share on other sites