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Glock [3D Wip]

Posted: 2006-07-20 09:06am
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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Posted: 2006-07-20 09:29am
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.

Posted: 2006-07-20 11:58am
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.

Re: Glock [3D Wip]

Posted: 2006-07-21 02:48pm
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.

Re: Glock [3D Wip]

Posted: 2006-07-21 02:51pm
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.

Posted: 2006-07-21 04:57pm
by Durandal
Very nice model. Too bad the Glock is one ugly pistol. ;)

Posted: 2006-07-21 06:17pm
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.

Posted: 2006-07-22 02:02am
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.

Posted: 2006-07-22 02:09am
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:

Re: Glock [3D Wip]

Posted: 2006-07-22 04:15am
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!

Re: Glock [3D Wip]

Posted: 2006-07-22 02:37pm
by FSTargetDrone
Bounty wrote:But it's apparently correct.
No doubt about it.

Yet, it's so bizarre... :shock:

Posted: 2006-07-24 02:35pm
by Master of Cards
how the hell is that 2000 polys? It looks like the barrel has been depolied

Posted: 2006-07-24 03:02pm
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.

Posted: 2006-07-25 09:27am
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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Posted: 2006-07-28 12:38pm
by Julhelm
You forgot to model the grooves in the slide where you're supposed to get grip when cocking.

Posted: 2006-07-28 01:19pm
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:

Posted: 2006-07-29 07:51am
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.