M4 Update 3 – Dim3 Demo

Sunday, February 27th, 2011

I decided to change directions with this gun, and use the standard handle bar mount on the receiver, and a smoothed barrel, no rail attachment system (RAS).

Also, as you probably know, this gun is designed for the new dim3 demo I am making, which is also the AI test project. Dim3 now has independent FOV for weapons, so here is a screenshot of the gun in-game, using 50 FOV, while the player view is 90 FOV. Much better result than I would have hoped for. Independent FOV fixed all my positioning problems. :D

M4 Assault Rifle – Update 2

Tuesday, February 22nd, 2011

Quick update on the M4. Added some more detail overall, especially to the receiver and stock.

M4 Assault Rifle

Saturday, February 19th, 2011

I’m currently working on my arch-nemesis, the M4 assault rifle. I can’t tell you how many times I’ve tried (and failed) to model this weapon. For the first time, I think I’m really starting to understand it’s shape. It’s turning out okay right now. The blocking is mostly done, and I’m now adding the rough detail. It still needs more shape definition, and there are some parts that are very wrong, but it’s getting there.

A wee note about the AI test

Thursday, February 17th, 2011

A small update on the AI test project. Just so people will know that I’m not wasting my time making two separate projects (AI test and dim3 demo), understand that the AI test game will contain the base of the new dim3 demo. All the monsters, weapons, HUD, and all that will be in the new dim3 demo, which will hopefully contain sweet new weapons and such along with sweet new AI.


ALSO! Please send me any requests for tutorials by email. I’d love to make some tutorials, but I don’t know what people might want. Any modeling, texturing, UV mapping, or dim3 request is fine: Send eMail


Sunday, February 13th, 2011

Just wanted to make a little post about this gun. This model of a SCAR-H assault rifle is probably one of my best gun models to-date. It’s one of the few times I’ve continued past my usual “okay it’s done” attitude, and kept adding more details until my computer slowed down too much. The scope mount is embarrassingly blocky, but overall I am quite happy with it.

Beretta M9

Saturday, February 12th, 2011

Might as well start this out on the right foot. This is an M9 Beretta handgun that I have been working on for a while. The original intention was to work on modeling handgun grips, but sort of spiraled out of control, and ended up being the model you see here. As you can see, the model is not sub-d(ed) yet as I like to define the entire form before fulling around with sub-d supporting edges and other stuff like that.

If you look at the grip pads, you can see squares instead of circles. This is a neat trick I use that makes for a much cleaner base model.

Imagine you are modeling something in sub-d, and you want to add a round hole in it. The normal instinct would be to create a cylinder the same width, delete the polygons at the ends, and on the sides of the box, and then add lines to the box and reconnect the edges, like so – (LEFT) To the right is the sub-d version with supporting edges. The hole is nice and clean, and the edges are good. However, this leaves you with a bunch of extra edges on the sides of the model that could potentially be a problem, and the actual polycount is higher than it needs to be.

To fix this, you simply use a box inside the box, and connect the edges like so. (LEFT) Sub-d version with supporting edges on right. As you can see, it’s fewer polygons, a simple side, and just the same level of smoothness (just bump sub-d divisions up a notch).

Anyway, that’s just a little drive-by tutorial I wanted to share. I’ll try to add more stuff on a steady basis.