Game Development Community

Blender M4

by Keith Bores · in Game Design and Creative Issues · 03/03/2007 (11:00 pm) · 14 replies

Here is a screen shot of an M4 I am modeling in Blender. It has 853 faces (quads). I am pretty happy with it now. I just want to add an EOTech sight to it and maybe a SUREFIRE light to the front and then I'll be ready to skin it, rig it and export it. What do ya'll think?

www.geranimoarmor.com/images/m4.png

#1
03/04/2007 (3:23 am)
Very nice Keith! Keep us posted on your progress.
#2
03/06/2007 (12:01 pm)
Looks good. Cant wait to see it skinned.
#3
03/06/2007 (8:31 pm)
Here is an updated shot. I added an EOTech site, rail system, collapsed the stock, and added a silencer. The faces are at 1336 but I think it is starting to come together. Added a grey texture and some more light sources to this render as well.

www.geranimoarmor.com/images/m4-2.png
#4
03/07/2007 (8:02 am)
How about a wire shot?
#5
03/07/2007 (5:59 pm)
Wire shot it is

www.geranimoarmor.com/images/m4-3.png
#6
03/08/2007 (8:16 pm)
I found blender 2.43's new ambient occlusion baking thing can make complex models look extra cool.
#7
08/22/2007 (6:29 am)
Great Job! I gave up on blender in the first half hour of working with it. Too many buttons. Way, too many buttons.
#8
08/25/2007 (12:10 am)
Looks pretty nice, but you might want to add a little more detail to the main body. It's really blocky and flat, which is bad. Otherwise, the rest of it looks beautiful!

BrYcE - persist. ;) Blender is awesome once you get to know it. Just ignore all the buttons unil you actually need to use them, and start modeling with extrude and grab.

Dan - I'm doing that for my own models at the moment. I bake an AO pass then overlay it onto the model's skin. It really adds definition to the model if you don't have some leet shadow code in the engine.
#9
09/01/2007 (8:33 pm)
Too many notes...
#10
09/03/2007 (7:10 am)
Looks really nice, though pretty block at parts.
#11
12/14/2007 (4:47 pm)
Nice low poly model...but where are you are going to eject the brass? There is no opening on the right side of the upper reciver.
#12
12/14/2007 (4:54 pm)
Nice, you should try to make a weapon pack!
#13
12/14/2007 (4:57 pm)
Looks great! Some suggestions: As noted by T. John Laird, you have no opening for ejecting casings. As well you might want to segment the magazine and make a mount node for it, so you can have animations to switch out magazines.

Since those changes would likely up your poly count a significant bit, I suggest doing a couple of things to lower it: 1) you might try making the rounded parts slightly less round. 2) You could make the grip on the barrel have less of that detail, if you make a high polygon version and normal map the low poly.
#14
12/21/2007 (5:40 am)
No normal maps for TGE, though...