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DXBigD — Dual Machinegun Sentry

Published: 2008-05-03 20:49:03 +0000 UTC; Views: 4812; Favourites: 36; Downloads: 208
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Description This is a low poly sentry gun with two machineguns on the side and a cannon in the middle. Currently untextured.

1266 quads right now and everything's fairly functional. The guns can spin, the whole gun can turn 360 degrees and the guns can aim up and down.

Made in 3DS Max, rendered with VRay global illumination (40 seconds per image) using an Intel Core2Quad Q6600 at 2.8ghz.
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Comments: 11

muody [2008-07-03 09:44:35 +0000 UTC]

it's OK, except poly wastage on the gun barrels

hardcore rendering times, Vray FTW! 2 months ago an unofficial export script for Blender was released, at last

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DXBigD In reply to muody [2008-07-08 05:08:30 +0000 UTC]

Nice. The cool thing in Max is that even the default renderers can do GI. The Scanline renderer is slow, of course, but Mental Ray's got most of Vray's features so you don't even need extra renderers. (I like trying out new things though)

Oh and, I wasn't sure what I wanted to make this for, that's why I made actual holes in the barrels. I was thinking of making it for a game like Team Fortress 2 and there you could actually look closely at it so fake holes would look bad. For most things I generally don't model the holes though.

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dmaland [2008-05-04 23:19:14 +0000 UTC]

Nice design!

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joao15 [2008-05-04 18:06:04 +0000 UTC]

cool men! always good work!

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splash5000 [2008-05-04 17:32:18 +0000 UTC]

As always-Great Stuff man!

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SirCula [2008-05-04 09:58:07 +0000 UTC]

looks good, have you intentionally left the smoothing group off on the base of the cannon?

👍: 0 ⏩: 1

DXBigD In reply to SirCula [2008-05-04 18:19:18 +0000 UTC]

No actually, it's just something I overlooked since I'll have to export the model, UV map it then import it back to Max and redo all the smoothing groups anyway before texturing it.

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SirCula In reply to DXBigD [2008-05-04 22:45:38 +0000 UTC]

oh what uvmapper do you use then? why not use the max one?

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DXBigD In reply to SirCula [2008-05-06 04:17:27 +0000 UTC]

I generally use DeepUV because Max had shit UV tools up until version 7 or 8 when it finally almost caught up to 6-year-old programs and free plugins.

The pelt mapping is still a bit silly and takes much longer to use than DeepUV's "relax" tools (plus DeepUV's results are great in one click). There's also this "RoadKill" plugin which is a freeware UV Mapping tool taken from Blender. It seems good too but it crashes on me at times.

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SirCula In reply to DXBigD [2008-05-06 13:21:48 +0000 UTC]

yeah I use roadkill sometimes at work cause it gives better pelt mapping than C4D/bodypaint sometimes.

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A8T [2008-05-04 04:05:29 +0000 UTC]

impressive.

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