AN-94 Abakan

In order of progress
1:

http://img134.imageshack.us/img134/9796/an94progress1.png[/media]
2:
[media]http://img687.imageshack.us/img687/2308/an94progress2.png[/media]
3:
[media]http://img522.imageshack.us/img522/78/an94progress3.png[/media]
[media]http://img231.imageshack.us/img231/1214/an94progress31.png

I really don’t like the front sight, will redo.

Tris = 1,374 —> Disregard. Optimization took it down to 1,346

I have no clue how to texture and make bump maps and such, if anyone wants to help me do that.

This will be eventually compiled into source.

It seems a little thin and flat. Does it not have the AK-47 style top that gets more slender in “steps”?

As in http://img257.imageshack.us/img257/1093/aks.png and http://www.the-tactical-store.com/AK47_pictures/ak47_sidemount_app.jpg

[editline]11:14PM[/editline]

And shouldn’t the front stock be separate from the body like the back one except thicker? I would suggest remaking it with plane modeling (starting with a plane and extruding the edges), you can get much more detail and precision into it that way. :slight_smile:

From my best ref picture, http://images2.wikia.nocookie.net/metalgear/images/9/91/Izhmash_Nikonov_AN-94_GP-34.jpg, it doesn’t look like it steps like the AK.

Widening the body

My edit to reply to your edit: No, take a look at the ref picture above. And yes I am using plane modeling.

http://img231.imageshack.us/img231/5842/an94progress32.png

Wider and worked the top a bit.
And you don’t see those missing faces on the trigger guard because I fixed them already.

I like this. Keep up the good work! :buddy:

Fixes and optimization
Tris = 1,258

http://img101.imageshack.us/img101/5995/an94progress4.png

Looks good, but seems pretty low poly.

That is an ugly firearm right there. Modeled accurately, but so very ugly.

Well, he still has time to fix up some stuff with it.

B-E-A-U-TIFUL weapon. Ignore FZE. It is a beautiful thing, and should be treated as such. Keep up the great work and I hope to download it upon completion.

I was talking about the reference picture. It looks like someone dropped an AKM, fixed the broken parts with only a hammer (not that an AKM would be broken by being dropped), and attached a toy ray-gun handle where the foregrip should be. THEN they remembered it needed a grenade launcher, so they glued one to the gas tube and called it a day.

I heard 1,500 is a good tris range for weapons in source, and I’m under it, after optimization, so a few things added here and there.

Haven’t used 3dsmax in a while so I have to relearn UV unwrapping, and I don’t have the slightest on how to make a texture.

I think what most people would refer as ugly I see as beautiful, go figure. And modeled rather inaccurately, in my opinion. The body is mostly a flat piece, there’s no definition on that funny looking muzzle brake, none of the contours of the body are present and the front part that blends the front stock into the body is neither. The top the body is also too round in your model.

Right now it’s a rather flat silhouette of the gun to be brutally honest.

I’m trying to compile into source and I get the pink and black texture in model viewer.
I applied the .vtf in 3dsmax, and compiled using the .qc below.


$modelname "sarge\an94.mdl"
$body "Body" "an94.smd"
$cdmaterials "sarge\an94\"

$scale 1.0
$surfaceprop "metal"

$sequence idle "an94.smd" fps 1

$collisionmodel "an94.smd"
{
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}


The below has been fixed to read materials\sarge\an94\

http://img205.imageshack.us/img205/1319/help1.png

Put the files in sarge\an94\ not sarge. That’s where you told the model to look for them.

Oh wow… Silly mistake.

That still didn’t fix it though.

well when i try and get it, i make it in the models folder as directed. Sourcemods\sabotage\materials\an94\ and make sure you put where the texture path in the Qc? i think not sure.

Anyone want to make a texture, as I don’t know how to.

Large image

http://img402.imageshack.us/img402/6562/an94uvmaphints.png

Excuse the terrible paint

F. Sight = Front Sight
Rail = The box that connects the barrel to the guide rail during recoil
Z = The bolt
Y = Chamber which shouldn’t need any detail as you wont see it anyway

That UVmap is rather horrible. The idea is that you pack everything very tightly to save UV space and gain maximum resolution.

I thought you said you forgot how to unwrap, not that you’d never done it in your life. That’s clearly been generated by a single button.