weapon modeling in general - some questions

weapon modeling in general - some questions

Anonymous
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weapon modeling in general - some questions

Anonymous
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Good Evening,

 

I dont know if it is the right section asking this type of question but I am very intrested in it because I want to get better with modeling and in my opinion learning from specialists is always good 😉

 

So when I have started modeling 5 years ago (some breaks between) I have learned quads is the way to go and since then somehow I feel very bad when I could take a shortcut with some little triangles in my mesh ( feels like it is dirty ). Just to pick one example: I have modeled a car which took me about 1 year to finish because it was very hard having a good edgeflow and using only quads (it also was 4 years ago). But I have succeed. Well I havent done the car interiors.

 

Before 1 Year I have then finished my own "pipeline" by learning Unreal Engine 4, since it is free since, were I then have "really" realized that a Engine "only understands" triangles. I have watched some Youtube videos about how to model a weapon and was thinking "ohhh they are cheating with triangles".

 

In the past I have also messed around with UDK with no success. I have tried to model a pistol ( only in quads ) and stopped because it took soooo long. Now one week ago I have started a new pistol. As always only in quads and it took me till now ( not even unwrapped ) to finish ONLY A PISTOL. There were often moments where I had to figure out how I can solve this "quad > triangle problem".

 

1. So the first question would be if it is comparable with lets say a plane class. Triangles within your mesh means that you are flying economy class and only quads means first class (buisiness excluded) ?

 

2. How long do you need modeling a weapon (which type) and do you use only quads or also triangles.?

 

3. Another question I come up with was the fact of how much do you cheat with geometry, i mean how often do you exctract geometry like if you have some outstanding geometry for instance a button. Here for example I have a picture of the pistol I have modeled. In how many parts would you have seperate it ?

usp_nowireframe.png

WIth wireframe (Parts: Barrel, Slide, Sights, Hammer, Body, Magazine):

gun_wireframe.png

Well some notes on my model: Should I have sepperate the green parts too ? The slide is not exactly how I want it, the width is a bit messed up (which you cant really see) and also the edge flow (topology isnt really nice on the back of the slide which you can see here:

gun_hammer.png

This comes from all the different edges for the "real" smoothness.

 

 

 

 

 

Or do I just havent enough patience ? Or do I just need more practice ?

 

 

So If you still like to reply throw in some improvements tips or answering my questions would be awesome. 

 

 

 

Thanks, Good Night

 

PS.: This post isnt a "show what I can thread" I know it looks decent but it took me too long creating this (1 week) just for a pistol.

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J450NP13
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1.)  If you are modeling anything that is going to go into a game engine it will be triangulated on import into the game.  If you export a FBX it will automatically be triangulated.

2.)  Don't worry about modeling in only quads or tri's...just model.

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