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APS Modelling, Part 3

A Work In Progress for GameBanana

Progress Report

Completed
Finished that beauty in nearly three days! Of course, I only worked in the evenings, so if you count the clock, you get about 18 hours. What can I say about that, that's just my personal achievement! All in all I really love how it came out. Very accurate to reality, all the details are right there and triangles count's at a good spot. The only thing's left are UV maps - it's not a problem, but I'll have to waste some time on that boring procedure... P.S. Quite a strange form of [sight](http://content.foto.mail.ru/mail/photoshooter/178/s-227.jpg) - with some strange rolling cylinder with the numbers.

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  • Blur. avatar
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    It's up to you.
    Her voice could calm oceans.
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    > **Posted by VAZ3R** > ...with your skill, you should really join a studio which needs modelers. You can be of great use to them It's a very simple story. I've been a leading member of one mod-team for three!! years. I just got real tired of all these "in-team" discussions, all these "in-team" decisions, all these quarrelling... I want to work for my own, to work alone at least for some time. Maybe someday I will decide to join some studio here at Banana, but not in the near future.
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    lol, I know that they get merged when they are compiled. with your skill, you should really join a studio which needs modelers. You can be of great use to them
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    > **Posted by VAZ3R** > ...is this one whole gun or different parts (e.g:slide, handle etc)? Yeah, the pistol contains 6 parts-groups, which will be linked to appropriate bones and animated. The same with my previous 2 models, PM and PMM. Anyway, all those parts will be merged during compiling for ingame using.
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    looking great. tbh im loving your models. Is this one whole gun or different parts.(e.g:slide, handle etc) UVmaps are easier to do when you have different parts and its also easier to texture imo.
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