Pistol model - Having problems Created 17 years ago2006-05-22 15:55:28 UTC by Madcow Madcow

Created 17 years ago2006-05-22 15:55:28 UTC by Madcow Madcow

Posted 17 years ago2006-05-22 15:55:28 UTC Post #181515
Hello!

Well, I just started modelling with XSI.
I followed a videotutorial which guided me to make a gun.
And well,, while trying to do as the guy in the video does I think I've found a problem with my model.. Well, there are two, maybe three, really.

Ok, I think there are three problems, but I only know that one of these is a problem for sure.

Number 1.
Some black stuff appares in the edge of the model when I've added some polygons.
User posted image
Number 2 can be seen on the first picture, the upper-part of the gun is black for some reason.. I don't know why.
Is that a problem?
I think it is because the model in the videotutorial isn't black anywhere.

Number 3, the thing that really is a problem.
A fourth problem occoured when I was about to take a screenshot of the third problem ( This is getting pishy )
One of my polygons has splitted up in millions of parts for some reason, and I need to delete the whole polygon brick, but I've forgotten how to remove them, so, how do you do that?

I know there are few modellers here at TWHL, but still, where else to post? ;D

Thanks!
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-22 16:04:47 UTC Post #181520
1: Overlapping
2: Polygons are wrong way around; you have to select the polygon that looks darker from the other side, the brighter side, by using U (polygon selection mode). Then once the one you want is selected, just right click and choose invert polygon.
3: Pass
4: Remove Polygons? Select, delete?
Posted 17 years ago2006-05-22 16:10:34 UTC Post #181523
1. A what now?
2. Yeah, think I figgured that one out now. :)
3. Pass indeed
4. I r not t3h stupid. :) I've tried that... once!

Maybe I'm using the wrong tool (nr.4)
What tool should I select with?

Ahha! Figgured that one out too.
Press U on that one too right?

so..
Problems:
1. []
2. [x]
3. []
4. [x]

two to go.
I'll explain the third one tomorrow
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-22 16:13:02 UTC Post #181525
I don't understand what the third question is.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-05-22 16:15:40 UTC Post #181529
A fourth problem occoured when I was about to take a screenshot of the third problem ( This is getting pishy )
I'll explain the third one tomorrow
I'll tell you about it tomorrow, I need to sleep now.
Worked on the model all day! :o
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-22 16:16:37 UTC Post #181531
The black polygons are called backfaces, the display of them backface culling, wich is something what isnt done by the engine, there you cant see the back of a polygon in the game and will be rendered black in all editors.

3??

Always make faces counter-clockwise.
Posted 17 years ago2006-05-22 16:19:22 UTC Post #181532
So this is how it looks righ now.
User posted image
The black dotty stuff seems to be gone? :S

Does that make problem one sloved?

Edit: No, it's still there
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-22 16:42:05 UTC Post #181538
it's a nice model yet needs completions.

I hope you're going to skin this nicely, because i'm getting mixed up with the handle being the majority of the gun. It has good shape, but are the polys bad with those curves?
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-23 12:32:23 UTC Post #181652
Rimrook: Thanks rimmy. :)

That is problem 1 and 3.
I still don't understand how to fix problem 1, does anyone know how to?

And number 3, I will get to that one when I've fixed problem 1.

Anyways, I had to re-do a lot of stuff today, I removed the whole polygon thingy at the handle, and removed one of the weapon sides as it was something wrong with it.
So I reduplicated it and fixed the top of the gun as it had some holes.
Now I'm about to do the handle but I don't know how because I keep getting problem one. :(

Edit:

Oh, and yes.
I'm gonna learn to skin and animate so I'll rigg it up for HL2. :)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-23 15:33:25 UTC Post #181685
Just figgured out how to fix problem 3 so, never mind that one.

I fixed the bottom of the handle, and I'm ?ber proud so I just have to post an image.
User posted image
Aw, modelling is so fun.

But still, this overlapping thing...
How do I fix it?
Or is it even a problem?
I googeled around on it but found nothing.
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-23 16:08:24 UTC Post #181692
usually overlapping is when two surfaces cross, by definition.
Sometimes you have the corners of faces going to the wrong vertexes. Sometimes even i need to correct it manually.

It is a problem whe it comes to skinnings, because then you'll see your skin flicker like it does when you overlap stuff in hammer.

I don't know what else to say, just double check everything and make sure it's all neat.
Rimrook RimrookSince 2003
Posted 17 years ago2006-05-23 16:24:01 UTC Post #181696
but everytime I make a polygon that happens.
And I do the same thing as the guy in the tutorial.
How do I prevent this from happening?
All of my polygons greates these things, do I have to remove them all?! >_<
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-23 16:40:08 UTC Post #181700
Always make a polygon counter-clockwise and make normal sentences, your not making any sense, you may be mad but it isnt a excuse eh? :lol: .
Posted 17 years ago2006-05-23 18:34:24 UTC Post #181713
Try moving your lighting around. The black may just be shadow. Add some more lights.

You can also see how your model looks in-game. XSI doesn't light it the same as the game will.
Posted 17 years ago2006-05-24 09:06:30 UTC Post #181774
Pepper:

I am! ( I think )

There is only one thing which confuses me.
Clockwise relative to the view, or to the model?
This is how I make a polygon:

First point here and then I drag it here

From right to left.

Edit:

Maybe you could give me an example:
Here are four points:

1 2
3 4

How should I draw the poligon?
(Just type the numbers in the right order)
:)
BJ:

How do I see it ingame?
Don't I have to finnish it to compile it? :S
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-24 11:06:46 UTC Post #181798
XSI doesn't know when your finished, Madcow. You can export it and compile it anytime! In any case, you should look at your model in HLMV periodically, just as you would periodically look at your map in-game to see how it's coming. You may, of course, see the "backside" of polygons but it will also reveal problems that you don't see in XSI.

It needs to be textured is all. Save a version (a "throw-away" copy), texture it, export it and compile it.
Posted 17 years ago2006-05-24 12:07:02 UTC Post #181817
Well, I'll just learn to texture then! :D

Thanks BJ!
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-24 12:08:14 UTC Post #181819
Left to right, you know, counter-clockwise.
Posted 17 years ago2006-05-24 12:10:22 UTC Post #181820
If you're on the upper part of the clock, that could be clockwise aswell, ;)
But I am doing left to right (from my point of view in XSI)
so this "overlapping" is probably just b0rk3d shadows

Just a question.
Why counter clockwise? (I mean, why is it made so you have to do it like that?)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-24 12:36:08 UTC Post #181833
Because the faces are made that way. Otherwise they will face the other way, so if the viewpoint were in the model then you would still be able to create the face correctly.
Posted 17 years ago2006-05-24 12:43:41 UTC Post #181843
Why? The graphics engine has to have a rule to decide which is the inside and which is the outside of a polygon.

It's called a "right-hand rule," Madcow. If you wrap the fingers of your right hand in the direction that the polygon vertices are created, your thumb points in the direction of the "outside" on the polygon.

Notice in Hammer that, if you point the fingers of your right hand in the direction of the positive X axis and curl the fingers to point to the positive Y axis, your thumb points along the positive Z axis.

Some graphics engines use a "left-hand rule."
Posted 17 years ago2006-05-24 12:53:43 UTC Post #181851
Yes, and some render polygons double sided.
Posted 17 years ago2006-05-25 06:24:21 UTC Post #181971
Ah, makes sense.

I'm reading your tutorial now BJ, that part about skinning. :)
I can't work on the model for a few days for now I think,, but maybe in the weekend.
One thing I couldn't help noticing was that if I clicked A in the 3d view, it zoomed out + you saw these "overlapping lookalikes" much clearer.
I think that's how I saw them for the first time.
What does A do?
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-25 07:13:05 UTC Post #181976
Madcow, dont worry about your model, i worked for 2 weeks on my first gun and it was absolute crap compared to my recent work :) .

Eager to see what you make of this!!

Cant help you out on your question, im unfamiliar with XSI.
Posted 17 years ago2006-05-25 08:28:20 UTC Post #181987
Thanks pepper. :)

I look up to you an BJ, you both pwn at modelling, ;)
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-25 12:51:29 UTC Post #182008
I thought that I would finnish the poligons around the gun before texturing, so,, soon I'll texture it. :)
User posted image
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-25 16:46:07 UTC Post #182043
Lookin' good, Madcow!
Posted 17 years ago2006-05-25 17:16:13 UTC Post #182051
Kinda reminds me of a 'Goldeneye' gun...Good work.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-25 17:31:57 UTC Post #182054
Its boxxy :o
Luke LukeLuke
Posted 17 years ago2006-05-26 12:24:50 UTC Post #182155
Thank you, BJ and Habboi. :)

Luke: Yes, you're right.
I'm making it more smooth now, like a real gun.
Right now, I'm working on the trigger area, and it's turning out OK so far. :)

[(If you didn't know, this is supposed to be a five-seven)]

This is the picture I follow:
User posted image
Yeah, I know they don't look alike, especialy the part under the,, uhm, let's call it "shooting hole".
It's supposed to be a bit round etc, but I just made it like a box with a little thingy in the front
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-26 13:52:20 UTC Post #182161
Handtaget ser lite s?r ut.
Posted 17 years ago2006-05-27 08:48:46 UTC Post #182230
Ja, det ?r f?r att triggern inte ?r d?r ?n.
Men nu har jag satt dit den s? jag h?ller p? att fixar till handtaget. :o

Almost done with ze trigger!
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-05-29 06:57:16 UTC Post #182521
English people! Or I can't make fun of you :(

Keep it up Madcow.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-05-29 07:04:53 UTC Post #182525
Madcow, its way to fat to be a Five-seveN. You shoul try scaling it a bit on your Y or X axis(Depending on program).
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