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Need Help With 3D Model of Weapons


Odioss

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Hello everyone! I've been working on making a New gun for a game, and for the first time, have tried making a custom model, and with that, a custom texture. Well, being the first time i ever tried to make a custom model, or texture for that matter, I have unsurprisingly gotten stuck. Some background information:

This is the first time i have ever used blender for a real project that i was planning on doing (usually i just fool around)

This is the first time i have ever attempted to make a texture, and there lies the problem.

I'm trying to make a KRISS Vector, (You can find the 3D model of the gun HERE- http://p3d.in/Gjona -) and have all but finished the model aside from some finishing touches. i have a few questions however. Firstly, how many polygons would be too much? Secondly, using blender, how would i go about UV mapping the weapon in a way that is simple and makes sense? Every time i try to UV map this model (I've only tried the part i thought would be easiest: The Mag) it comes out very strange and hard to follow in terms of what part i'm looking at. This has been making the already daunting task of making the texture a lot harder. Any help would be appreciated, and any criticism on the model would be welcomed.

 

Also, If this is in the wrong section please don't hesitate to tell me

Edited by Odioss
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Im not entirely sure what the max Poly count is you can use in a nif file for fallout is but safety is under 15k polys for me. You want to be roughly around the 3-6k mark though for a low poly model. At least that what I try to stick too with my level of detail.

I use blender to UV map as well, and is daunting the first time you do it, but once you've done it once you realise its a very easy very boring task. I'd offer to help you through it on Skype but my headset broke a few days ago. Ideally what you want to do is start marking seams along your edges, (CTRL + E in blender) what this does is it lets blender know where to split the UV's when its unwrapping it, for lack of a better explanation. Google it for a better explanation of it. Easy parts that are flat-ish can be projected from view and scaled appropriately.

Also looking at the model, you may want to consider adding some sights to the top if you havent already seen they're missing :P

Edited by scottmack
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Im not entirely sure what the max Poly count is you can use in a nif file for fallout is but safety is under 15k polys for me. You want to be roughly around the 3-6k mark though for a low poly model. At least that what I try to stick too with my level of detail.

 

I use blender to UV map as well, and is daunting the first time you do it, but once you've done it once you realise its a very easy very boring task. I'd offer to help you through it on Skype but my headset broke a few days ago. Ideally what you want to do is start marking seams along your edges, (CTRL + E in blender) what this does is it lets blender know where to split the UV's when its unwrapping it, for lack of a better explanation. Google it for a better explanation of it. Easy parts that are flat-ish can be projected from view and scaled appropriately.

 

Also looking at the model, you may want to consider adding some sights to the top if you havent already seen they're missing :P

Ok thanks for the help, I'll see if Youtube has an easy to understand tutorial, and ooh goody, my model only has around 7k so... low poly :O and i know there aren't sights yet, asuming you've never heard of the the vector, they come standard with the strangest looking sights ever, and because i only have a side view to work off of, i don't know how to go about making them, but i'm working on them. Thanks again!

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