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Re: revolver. New Pics [Re: FeiHongJr] #90288
09/17/06 14:18
09/17/06 14:18
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Jesusland
Towelie Offline
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Towelie  Offline
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WOW. That is nice. Some seriously superb work right there! Nice job, can't wait to see it animated and everything (The reload ought to be a b***h)


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: revolver. New Pics [Re: Towelie] #90289
09/17/06 14:38
09/17/06 14:38
Joined: Jun 2003
Posts: 1,017
Germany
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Thomas_Nitschke Offline
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Looking good! I think the barrel could be made longer, though... but that'd just simulate another type of gun. A longer barrel would mean some heavy artillery, .44 or something... the gun I can see at the moment is a rather smaller one


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: revolver. New Pics [Re: Towelie] #90290
09/17/06 14:38
09/17/06 14:38
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Posts: 2,758
Antwerp,Belgium
Nice skinning FeiHongJr !! It looks like you've still got the skills
I personally think the revolver looks great with a black color
Btw, did you did the skinning in MED ??

Cheers

Frazzle


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Re: revolver. New Pics [Re: frazzle] #90291
09/17/06 19:42
09/17/06 19:42
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline OP
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FeiHongJr  Offline OP
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stop it towelie your makin me blush...

Quote:

A longer barrel would mean some heavy artillery




Lol I was thinking about the gun the joker had in the first batman movie

Thanks alot frazzle... honestly it still needs a lot of work.. I used good camera angles for now and tryed to cover up as much as possible. Im still not finished with it tho Im pretty happy with the way the barrel came out now just want to apply that to the rest of the model.

Quote:

Btw, did you did the skinning in MED ??




No, did it in blender. It has some very handy uv tools and really made it alot easier to set up a decent map. If you get a chance you should check it out. The Lscm unwrap feature is excellent. On top of that its a breeze to export to mdl with ventilators exporter.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. New Pics [Re: FeiHongJr] #90292
09/18/06 23:20
09/18/06 23:20
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline OP
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FeiHongJr  Offline OP
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Ok still havent finished the texutre but been working on the animations.

As of now I have decided to animate each round.. While this may not be the best thing due to file size ect... Its the only way I could figure out how to animate it and have the cylinder spin properly. The original way all I had one one shot animations and there was a very noticable jump back to the idle position.

animations as of now are

Idel
Prime_1 4 frames
Shoot_1 5 frames
Kick_1 3 frames

Prime_2 4 frames
Shoot_2 5 frames
kick_2 3 frames
ect... up till 6

However I think Im going to have to redo most of them anyways. I didnt plan ahead and shouldve done a few things differently.

For one I didnt take in to concideration the reload/unload animations and shouldve rigged a bone to open/close the cylinder. I allready have a few ideas of how im going to go about it just havent had the chance to do them.

Secondly the kick animation is now based off the handle... but once attached to an arm it will appear differently... For now Im thinking of two soulutions.

A. Build an arm.... Tho not sure how well Id be able to do this the gun looks too nice too throw a half @$$ed arm in to the mix.

B. Just build an arm rig and use it for the animations... The user could then animate the arm model accordingly.

Not sure either is really a good choice at the moment so not quite sure what im going to do but im sure Ill figure it out.

@Grimber. You said about the hammer pulling back and the trigger going forward. I beleive you are right but does that even apply to double action revolvers?

... Im thinking of making both animations.. One where the gun is primed first and the other where just the trigger is pulled. Tho this will add to a huge amount of frames I think it would be kinda cool to have both available.

Anyhow heres a few videos of the animations up to now...

Side View

A little camera movement


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. New Pics [Re: FeiHongJr] #90293
09/18/06 23:55
09/18/06 23:55
Joined: Sep 2003
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Grimber Offline
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on some double action the trigger has a 'center',
extends forward if you prime the hammer back manualy,
and spring loaded resist when you squeze the trigger to prime and fire.

at least that was how it use to worked on the s&w 357 and colt 44 i use to have

Your work peaked my intrest in making a revolver, so I started on a S&W .38 M60 Detective Special with a 2 inch barrel.





I've been writting various modeling articals ( specific on using MED ), some articals are focused on making a variety of models so I thought a revolver would make a good subject for one.

It's got alot more work to be done, but I think you noticed, preplaning for animation is important before starting the building so takes a bit of thinking and studying how the item works as you build

Re: revolver. New Pics [Re: Grimber] #90294
09/19/06 00:12
09/19/06 00:12
Joined: Oct 2003
Posts: 2,628
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FeiHongJr Offline OP
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FeiHongJr  Offline OP
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Lookin really nice so far. I think Im going to end up going back and adding the pin... Really sucks cause the poly count is so high allready. Your deffinately right about planning ahead. Wouldve made alot of things so much simpler... To be honest tho I didnt think Id take this project as far as I did.

Originally I just planned to make a gun stick a crappy texture on it and that was going to be that but after seeing how well it seemed to turn out thus far decided to carry it on.

Thanks alot for the info. I think your right I had an old 38 colt and a small 22 revolver and I beleive the colt behaved just as you explained.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. New Pics [Re: FeiHongJr] #90295
09/19/06 03:24
09/19/06 03:24
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
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Towelie  Offline
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Jesusland
Quote:

Your work peaked my intrest in making a revolver, so I started on a S&W .38 M60 Detective Special with a 2 inch barrel.




Same here, but everyones doing it now, so I decided to follow a different path. I'm trying to model an old two barreled shotgun right now. Probably wont do nearly as well as you two though


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: revolver. New Pics [Re: Towelie] #90296
09/19/06 12:17
09/19/06 12:17
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline OP
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FeiHongJr  Offline OP
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Argh Just remember plan everything out in advance...

Im really having difficulty now. Its one thing to build something from scratch but another to modify existing work...

I cant seem to figure out how im going to add the pin to the gun.. I thought about not adding it at all however that will ruin alot of the realism. I had the animations all planed and almost set up but then came across the issue of opening and closing the cylinder.

I hadnt originally planned for the cylinder to open wasnt till after I decided that would be a cool idea. Now I cant for the life of me figure out a decent way to do it... Ive tryed a few ways and either they look like crap or they add way to many polys to the gun.. Almost weighing in at 1750 polys I dont really want to add too much more to it.

Ive found a few places where I Can rid a few of the polys with out changing much of the shape if at all but still not enough to knock it down to where adding an additional 200 or so polys wont be noticed.

A very important thing to remember to any new modelers out there PLAN AHEAD!!!

Know what you plan on doing before doing it. It will save that much more time in the end. If I had planned ahead I might of been fine tuning everything by now but Ive been stuck for the past day just trying new ways to change the mesh to fit the animation needs.

Im seriously debating starting over again. Just afraid that I wont acheive the same results. Ugh No idea what to do... Hopefully Ill figure it out before I get too frustrated and give up...

Anyways just wanted to share my frustration with everyone. I Wish the best of luck to both of you and Im glad you didnt make the same mistake I did grimber.

Btw Hows the progress coming along? Also how many polys you got so far?


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: revolver. New Pics [Re: FeiHongJr] #90297
09/19/06 13:25
09/19/06 13:25
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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you should beab le to do it with your current model



your going to cut your mesh along the black lines ( inside front cylinder area will be cut in half as well)

the area in yellow would then be inverted ( to make a curved depression where the pin would rest)

the red area you would build a helf or full cylinder at the bottem and top ( top would have the pin and also be connection point for the bullet cylinder)

then just build in faces to fill in the inside areas.

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