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samolahajnar
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55 posts
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Ok, this is it.

I finally finished the whole animation thing and can share with you the model.

It tooke me some time to proper learn how to do a bone rig with controllers etc.,
but at the end I'm realy satisfied with the animation. Please don't get scared cos it's
very different from the original. I hope that after some time you get along with it!






Download link: http://www.freefilehosting.net/quake2machinegun13413

Hope that someone will enjoy it so much as I making it....

And a special THX to Berserker for his help!

Cheers!

--------------------------------------------------------------------------------------------------------------------------------------------------

After finishing my first model attempt with the super shotgun I decided to start a new project.

This time, I will try to redo the Quake 2 machine gun.

So here you have the finished high poly model. I didn't try to stay faithful to the original model as to get a realistic and as much as possible organic model.





So please any sincere critic or suggestions are always welcomed.

Till next time cheers!
Barnes
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1871 posts
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nice! but remove extraction window from left side))
Какой богатый внутренний мир! Дай-ка посмотрю.....
V_2540
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My hair burned in Hell
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Very good, but the left side of this rifle quite different,something like this http://farm5.static.flickr.com/4009/4459292957_3836e7b8d9.jpg
And this rifle is looks like M4A1 Carbine,if i'm not wrong.
CPU-i7 7700k,RAM-32 Gb,Video-Nvidia Titan V


samolahajnar
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@Barnes I removed the whole left side out

@v_2540 thanks and you are right about the Carbine

But I have a really big problem. As it seems that Quake 2 Berserker game port support’s just the amount of vertices and poly's of the MD2 format which is really low:
4000 poly
2000 verts

Maybe Berserker or someone with this kind of knowledge could give me a hand here, or at least a clarification?

THX to all!
Берсеркер
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Суровый челябинский программист
2281 posts
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You make the md3 models, is not it?
#define MD3_MAX_TRIANGLES 8192 // per mesh
#define MD3_MAX_VERTS 4096 // per mesh
#define MD3_MAX_MESHES 32 // per model
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
samolahajnar
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Thank's for the info Berserker, you make me happy as you can't immagine how I was sad to leave one week of work!

Must have done some king of error when exporting the low poly model to MD3 as it crushed the game.
Than I tried it in the KM Quake port witch allerted me that the MD3 model has to many vertices.

I will remake the low poly model the best I can and try again!


Cheers
Берсеркер
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Must have done some kind of error when exporting the low poly model to MD3 as it crushed the game.

Q2Berserker crushed? If yes.... can u give me this model for test and bug fixing?
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
samolahajnar
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Hi Berserker hope you received my mail with the model...
Берсеркер
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Суровый челябинский программист
2281 posts
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#define MD3_MAX_VERTS 4096 // per mesh
Your model has 4466 vertices in mesh0.

I expanded MD3_MAX_VERTS: 8192. Model loaded successfully:


Instead of increase MD3_MAX_VERTS, better broke model for 2 meshes, or simplify the model.
I can increase MD3 limits easy, but your model will works in Q2Bers only :)
Машина несла меня через неведомые районы Галактики сквозь пространство математической реальности быстрее скорости света. (C) Фред Саберхаген.
samolahajnar
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Oh, big THX to you Berserker you make my day!

I will adopt the second option to brake the model in to two meshes.

Of course I will go dawn with the vertices as possible!

OK than see you when I finish the normals and thank's again!
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