Glock 17 *final?*

Will update this project as it develops.

Update 2012-06-25 12:53

  • Reworked the uv a bit

Update 2012-06-25

Triscount: 3288

Finished uv map (critique?), made it able to texture both sides of grip (since they aren't identical).

  • Added final render + uv map image

Update 2012-06-24

  • Added second image for uv progress

Currently done slide area.

Update 2012-06-21 15:35 (3:35 PM)

Polycount (triscount): 1811 (3305)

Changelog:

  • Made slide rounder

  • Welded bad vertices (just a waste of space at some places and some were just horrible being at same place as others but not linking the polygons making smoothing not working)

  • Made barrel bigger

  • Added the little box for the top of the grip which goes inside the little square at the rear of the slide (finally)

  • Made trigger slightly thinner

  • Reworked some smoothing groups

  • Added some details to buttons

  • Added holes for screws added on gen 4 version.

  • Fixed some flow of tris

  • Removed symmetry line on grip, trigger, magazine (good ways showing off wireframe?)

Update 2012-06-21 11:12 AM

So, I'm not sure if I have more details anywhere, so I made a test low poly model and made comparison images. I'm now going to see if there is anything else to fix or if this is it and i can move on to uv mapping. Also, if you believe removing the grip from the slide is TOO much, I made it a layer in 3ds max so I can easily revert the low poly to have those again.

Added 2 comparison renders between the two.

Update 2012-06-21

Polycount (triscount): 1766 (3319)

Changelog:

  • Added some buttons

  • Carved a "hole" at the bottom of the grip behind the magazine

  • Fixed some smoothing grouping which were incorrect and added polys not in any smoothing group

  • Tweaked overall design (welded some vertices that just took space and fixed some flow)

Update: 2012-06-17

Polycount (triscount): 1605 (3005)

edit: added barrel hole in slide

Changelog:

  • Added some gen4 features (barrel in front still needs works i believe?)

  • Reworked magasine hole to better fit magasine figure

  • Made a base for the magasine

  • Added inner details to front of the body

  • Added rail system to the front of the body

  • Reworked top of body near magasine hole to not be more obvious than it should be.

  • Reworked a few parts to better fit the model

Comments

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    Posted 12 months ago

    Posted by Loyen_

    Posted by [Sandman]

    Uvs looks fine, and the model inself too, is this for baking?

    I'll need to use bump maps for some screws which I didn't model into it, however it is detailed enough to stay on it's feet as it is for now, but i will do LOD models later on which will remove the polys i've wasted on this one.

    Bump maps? No.
    Normal maps? Yes.

    Explanation:

    Bumpmaps:
    Single axis hieght information maps that the renderer can use to "shade" the surface it is applied to. (1D Bump Maps). The hieght info is usually stored as a grey scale 8 or 16 bits per pixel image file where the low values (black) represent the low areas (valleys) and the high vlaues (white) are used to represent the the high areas (peeks).

    Normalmaps:
    Three axis hieght information maps that the renderer can use to "shade" the surface it is applied to. (3D Bump Maps). The X, Y, or Z axis specific hieght info is usually stored as a 8 or 16 bits per pixel color image file where the low values for the x axis (black) represent the low areas (x-axis-dents) and the high vlaues (RED) are used to represent the high areas (x-axis-protrusions). Green is used for the y axis in the same way and blue for the z axis. Because normal maps contain hieght information for all three axis (x, y, z) it is posible to discribe a complete 360 degree curvature on all 3 axis in the shaded surface.

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    Posted 12 months ago

    Posted by [Sandman]

    Uvs looks fine, and the model inself too, is this for baking?

    I'll need to use bump maps for some screws which I didn't model into it, however it is detailed enough to stay on it's feet as it is for now, but i will do LOD models later on which will remove the polys i've wasted on this one.

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    Posted 12 months ago

    I can not wait to see this beautiful model textured!!! =P nice job, man!!! =)

    one question: could you make another version on 33rd magazine? =D

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    Posted 12 months ago

    Uvs looks fine, and the model inself too, is this for baking?

    Modern FirePower
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    Posted 12 months ago

    Posted by Loyen_

    Posted by r.schuindt

    Posted by Kosai106

    Posted by r.schuindt

    all glock 17 gen 4, have! only the models of glock, in generation 1 and 2 do not have it ... =)

    Well, my point was that it wouldn't really be noticed anyway, so there's no reason to spend geometry on it.

    with gun in hand, maybe not really be noticed ... but during the reload animation, or gun on the ground ... would clearly be noticed ...

    remember, we have a model glock here in gamebanana (I do not remember the name of the modeler) she does not have that detail and ingame it looks strange in some perspective ... =)

    To be honest, those details are usually removed through LOD modelling.

    it depends on the distance between the camera and model! This is the Level of Detail. Just think, if the camera is far more detailed than is by the model, the smallest size, do not appear in the final image. But if the camera is close, we need to create these details, otherwise we will miss them in the image. =)

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    Posted 12 months ago

    Posted by r.schuindt

    Posted by Kosai106

    Posted by r.schuindt

    all glock 17 gen 4, have! only the models of glock, in generation 1 and 2 do not have it ... =)

    Well, my point was that it wouldn't really be noticed anyway, so there's no reason to spend geometry on it.

    with gun in hand, maybe not really be noticed ... but during the reload animation, or gun on the ground ... would clearly be noticed ...

    remember, we have a model glock here in gamebanana (I do not remember the name of the modeler) she does not have that detail and ingame it looks strange in some perspective ... =)

    To be honest, those details are usually removed through LOD modelling.

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    Posted 12 months ago

    Posted by Kosai106

    Posted by r.schuindt

    with gun in hand, maybe not really be noticed ... but during the reload animation, or gun on the ground ... would clearly be noticed ...

    remember, we have a model glock here in gamebanana (I do not remember the name of the modeler) she does not have that detail and ingame it looks strange in some perspective ... =)

    If anyone notices that small a detail, then you've got wrong priorities, heh.

    huahuahua ... small details are what make the difference! =P

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    Posted 12 months ago

    Posted by r.schuindt

    with gun in hand, maybe not really be noticed ... but during the reload animation, or gun on the ground ... would clearly be noticed ...

    remember, we have a model glock here in gamebanana (I do not remember the name of the modeler) she does not have that detail and ingame it looks strange in some perspective ... =)

    If anyone notices that small a detail, then you've got wrong priorities, heh.

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    Posted 12 months ago

    Posted by Kosai106

    Posted by r.schuindt

    all glock 17 gen 4, have! only the models of glock, in generation 1 and 2 do not have it ... =)

    Well, my point was that it wouldn't really be noticed anyway, so there's no reason to spend geometry on it.

    with gun in hand, maybe not really be noticed ... but during the reload animation, or gun on the ground ... would clearly be noticed ...

    remember, we have a model glock here in gamebanana (I do not remember the name of the modeler) she does not have that detail and ingame it looks strange in some perspective ... =)

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    Posted 12 months ago

    Posted by r.schuindt

    all glock 17 gen 4, have! only the models of glock, in generation 1 and 2 do not have it ... =)

    Well, my point was that it wouldn't really be noticed anyway, so there's no reason to spend geometry on it.

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Additional Info

Genre
3D Art & Rendering, Modelling, UV Mapping
Progress
50%
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Post Count
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Date Added
1 year ago
Date Modified
11 months ago