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Author Topic: Looking weird.  (Read 18113 times)

lklk111

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Looking weird.
« on: July 01, 2009, 02:10:23 pm »

  Ok, So I was roughly modeling a sniper for my game, starting first at the scope. The scope is now done. I think it looks OK for my first 3d object ever in 'Flat'. But when in 'Smooth' It looks not even much 3d. It looks like something I would draw on paint 0_o
PIC 1:


PIC 2: 


See. Can sombody tell me how to fix?
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floyd86

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Re: Looking weird.
« Reply #1 on: July 01, 2009, 02:45:04 pm »

When you rotate around it, you will see it's 3d. Applying some more advanced materials will also give more depth to your scope.

Jehovahenker

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Re: Looking weird.
« Reply #2 on: July 01, 2009, 03:23:34 pm »

Had the same feeling with my M1 garand, but when you render it (object mode, but more in scene mode with some light) it looks much better + if you compleet the whole gun (with enough details) it will look much more realistic en 3D ;)
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Ratticis

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Re: Looking weird.
« Reply #3 on: July 01, 2009, 04:54:43 pm »

Your destop is even more cluttered than mine
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Jehovahenker

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Re: Looking weird.
« Reply #4 on: July 01, 2009, 05:20:31 pm »

Your destop is even more cluttered than mine

lol xD how about full x) =x

me=lucky with 20 inch =D
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Ratticis

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Re: Looking weird.
« Reply #5 on: July 01, 2009, 05:38:22 pm »

22" for me, but it's not the size, it's how you use it
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Suppastar

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Re: Looking weird.
« Reply #6 on: July 02, 2009, 01:06:36 am »

22" for me, but it's not the size, it's how you use it

 :o

...Wa...What are we talking about? :P
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Arik_the_Red

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Re: Looking weird.
« Reply #7 on: July 02, 2009, 02:54:44 am »

I beg to argue...

It's ALL about SIZE!!!!

youtube.com/watch?v=0UsOTyyyhFE[/youtube]]http://www.

 BIG GUN (600mm Morser Karl, WWII Germany laying siege on Russian city)


&feature=related
Schwerer Gustav (800mm cannon, 7 tonne explosive, 35 mile range)
« Last Edit: July 02, 2009, 02:59:23 am by Arik_the_Red »
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Jehovahenker

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Re: Looking weird.
« Reply #8 on: July 02, 2009, 03:21:54 am »

I beg to argue...

It's ALL about SIZE!!!!

youtube.com/watch?v=0UsOTyyyhFE[/youtube]]http://www.

 BIG GUN (600mm Morser Karl, WWII Germany laying siege on Russian city)


&feature=related
Schwerer Gustav (800mm cannon, 7 tonne explosive, 35 mile range)

How about cute x)
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floyd86

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Re: Looking weird.
« Reply #9 on: July 02, 2009, 07:39:30 am »

Let's keep this on topic guys, or i will have to lock the topic.

kreator

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Re: Looking weird.
« Reply #10 on: July 02, 2009, 08:53:31 am »

I was beginning to think the same thing aswell Floyd .... a number of threads are beginning to look like  a chat room again!.....and to think I used to get ticked off over that!

On Topic:I would render the Gun sight in scene mode  rather than in object mode for a starter,
thyen you could mess about  with the material attributes ...( I noticed they are just colours rather than actual textures:)
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MangaTigerBoy

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Re: Looking weird.
« Reply #11 on: July 02, 2009, 02:08:24 pm »

Some textures would make it look better, but don't you think that you are using a bit too many polys for a game? I mean, a scope is such a small item... :P
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lklk111

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Re: Looking weird.
« Reply #12 on: July 07, 2009, 08:32:17 am »

  Yea, except thats another problem I have...I know how to take them away, but I don't know how to make them smaller, or make it so that a circle doesnt have just 6 polys,  ans has more like 12 so that it looks smoother.
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Ratticis

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Re: Looking weird.
« Reply #13 on: July 07, 2009, 10:56:58 pm »

when you 1st create your base image (cylinder, sphere, ect) BEFORE transforing it into a mesh double click on it and set the number of divisions. You can always add more later. There's also some scripts that'll remove some later

And it's my fault we got off topic in the 1st place, sorry
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hihosilver

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Re: Looking weird.
« Reply #14 on: July 08, 2009, 10:14:23 pm »

MangaTigerBoy: Remember that it first matters what kind of a game this would go into and where it would be on the screen.  If it's an older game engine and the gun is further away this is a decent amount of polys for the gun (or less could be used), but if it's a first person shooter it could use more, as the gun and sight will take up a good deal of the screen and  be very close to the viewer.  Or if it's a newer game engine that can handle many more polys there isn't an issue either.
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