Glock [3D Wip]

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salm
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Glock [3D Wip]

Post by salm »

I need this Glock for a Presentation in the local CAVE. For those who don´t know that short for Cave Automatic Virtual Environment and consists of a couple of walls onto which two beamers per wall project two images of the same space from a slightly different angle. You get to wear shutter glasses and you can navigate through 3D space and it looks fairily real (if it wasn´t for this stupid VRML it would look better). It´s quite an old technology (from the early 90s IIRC) but nevertheless a load of fun.

Anyway, At the moment i´m modelling a space station which is going to contain a bar with a retro style vido game machine which will be equiped with a light gun which will be this glock.

Since it´s going to be a realtime thing it needs to be quite lowpoly. It´s got about 2000 tris up to now but i hope to reduce it by quite a bit.

So does it lack anything essential?
Due to the need of low poly count small detail like these small curbs in the handle will be textured.


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Glocksman
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Post by Glocksman »

I really hate to break it to you, but you've got the ejection port on the wrong side of the gun.
Glocks eject from the right side, not the left.
Also, the shape of the bottom rear grip is just a hair off and the magazine floorplate should be straight at the front and somewhat rounded at the back, not angled.

Other than that, it looks pretty good.
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Beowulf
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Post by Beowulf »

One other thing to note is that the rear sight should have a square notch, not the rounded one you have. Also, the back of the slide, right under the rear sight, is getting lit wierdly. Might be fixable by removing some polygons.
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Re: Glock [3D Wip]

Post by FSTargetDrone »

salm wrote:I need this Glock for a Presentation in the local CAVE. For those who don´t know that short for Cave Automatic Virtual Environment and consists of a couple of walls onto which two beamers per wall project
Wait a sec, the word "cave" is part of the acronym, "CAVE"?

That's dammed peculiar.
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Re: Glock [3D Wip]

Post by Bounty »

FSTargetDrone wrote:
salm wrote:I need this Glock for a Presentation in the local CAVE. For those who don´t know that short for Cave Automatic Virtual Environment and consists of a couple of walls onto which two beamers per wall project
Wait a sec, the word "cave" is part of the acronym, "CAVE"?

That's dammed peculiar.
But it's apparently correct.
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Post by Durandal »

Very nice model. Too bad the Glock is one ugly pistol. ;)
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Post by Batman »

Durandal wrote:Very nice model. Too bad the Glock is one ugly pistol. ;)
That's a matter of opinion, actually. After the USP family the Glocks are visually my favourite pistols.
Nice work, salm.
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Post by Coyote »

Also, the slide release lever is missing entirely. It is on the left hand side, just behind the triggerwell.

Glocksman, if you were one of my troopies in the Mess, it'd be 40 pushups for missing that.
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Post by Glocksman »

Coyote wrote:Also, the slide release lever is missing entirely. It is on the left hand side, just behind the triggerwell.

Glocksman, if you were one of my troopies in the Mess, it'd be 40 pushups for missing that.

Eeep.. :oops:
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Beowulf
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Re: Glock [3D Wip]

Post by Beowulf »

Bounty wrote:
FSTargetDrone wrote:Wait a sec, the word "cave" is part of the acronym, "CAVE"?

That's dammed peculiar.
But it's apparently correct.
Recursive Acronyms for the win!
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Re: Glock [3D Wip]

Post by FSTargetDrone »

Bounty wrote:But it's apparently correct.
No doubt about it.

Yet, it's so bizarre... :shock:
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Post by Master of Cards »

how the hell is that 2000 polys? It looks like the barrel has been depolied
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salm
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Post by salm »

Master of Cards wrote:how the hell is that 2000 polys? It looks like the barrel has been depolied
I never cease to be amazed how rapidly the polycount goes up by doing almost nothing myself.

It´s 2000 triangles actually, not polygons in Max which is what you see in the image. I have to count in tris because that´s what VRML uses. When i export the mesh to VRML it will be triangulated automatically.

What also makes the polycount go up are of course things like all the edges needed for the small switches and stuff like that.

Anyway, tomorrow i´ll be back at uni and i´ll post an update. I was able to reduce the polycount by about 300 and improved the shape thanks to sevaral posts in this forum.
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salm
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Post by salm »

Ok, so here are some more shots.

- The gun now ejects to the right
- the magazine has been corrected
- the rear sight has a square notch now
- slide release lever has been added

Thanks for all the information esspecially to Glocksman, Beowulf and Coyote. :D

I think i´ll finish modelling now and start texturing. I´m running out of time. Any other errors will have to be ignored.
Feel free to post them anyway, then i´ll know what not to forget the next time.

This final version has 2053 Tris.

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Post by Julhelm »

You forgot to model the grooves in the slide where you're supposed to get grip when cocking.
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salm
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Post by salm »

Julhelm wrote:You forgot to model the grooves in the slide where you're supposed to get grip when cocking.
No, i didn´t. I´ll map that later on. Because it needs to be very low poly. :wink:
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Post by Julhelm »

Then why have a bazillion sides on a tiny part like the barrel when you can get away with 10 or 12? You could clean up the entire lower part as well and end up with like, half the polies you have on the grip. There's no need to have for instance, length subdivisions at the top of the lower frame where it meets the slide, or a massive 3 subdivisions simply to chamfer the top of the slide. Fix all that and you'll find you end up with enough surplus poly budget to model the grooves and have a model that has even detail all around.
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