With 4.x ramping up development and its beta coming soon-ish, I wanted to share my ideas on
how weapon meshes may look using 3.0’s Avenger as an example. With it as a base, I modified the Avenger’s mesh by adding more geometry and details to match its M9 counterpart in real life.
One main addition is a trigger guard, something that 3.0 weapons lacked. Even though the player won’t see the trigger guard when holding, I thought it would ‘complete’ the look of the weapon.
On the edge-side of things, I beveled the edges of the slide and the grip to give it a more ‘curvy’ look. I also angled the front parts of the rear and front ironsight.
Beyond that, I added more geometry to slightly match the silhouette of the real-life M9. As I didn’t want to overdo the poly-count, I figured any small additional details like a safety switch, bolts, etc can be handled through the texture itself.
Overall, my main goal was to make the weapon a bit more recognizable to its real life counterpart while have it
match the fidelity of 4.0’s models (from what we’ve seen so far!).
Thanks for taking a look! Let me know what you guys think; I’d love to hear your thoughts and opinions!
This seems like the perfect bridge between unturned 3.x low poly and the 4.x low poly guns. You may want to take a look at the eaglefire he made in one of his early devlogs, you might get some inspiration from that
Truth be told I forgot how detailed Nelson’s Eaglefire was in his DevBlog videos. Looking at them now it’s way more detailed than I thought, which isn’t a bad thing by any stretch of the imagination.
I’ll update the Avenger above by adding a simple trigger and a fire selector very soon!
The grip needs more detail (it looks like all you may have done to it here was change it from a rectangle to a pentagon). The barrel should also have more sides.
This is what I’m seeing the sides as (all colored lines done straight from perceived vertex to perceived vertex).
EDIT:@multihawk you should add a Picatinny rail to the gun too, like with the M9A1 variant’s design. Or do ti like the M9A3. Let people have their pistol sights and decent-looking tactical attachment placements!
Oh I see what you meant now. (I got hexagon and heptagon confused because Greek is, well Greek to me.) The way I perceived the image, I thought the angles on the front of the grip were chamfered, but now I can see how it could be the bottom of the grip.
First of all, calm down. He didn’t seem to be trying to insult you, and you’re acting like he just dishonored your entire family tree.
Anyway, to answer your question on why a trigger wasn’t added, don’t you think it would be a little silly to put a trigger when the player models don’t even have fingers? When holding the gun, the trigger would just be absorbed into the player model’s “hand”, rendering it pointless and useless extra polygons that have to be rendered.
To be honest, both of you are right. Blender, like all programs, takes practice and time to use. But once someone is sufficiently skilled in Blender, doing simple things such as adding that little trigger won’t be super time consuming nor difficult.
I went back and edited the model, basing many additions on the M9A3. I added lots of new stuff, including a trigger, fire selector, and a Picatinny rail. Good suggestions @MoltonMontro.
In addition to adding more geometry here and there, I made it so that the slide appears as a separate piece, which is easily my favorite addition. Thank you @Kylie for the great suggestion.
I didn’t add much to the grip since I based it off the shape of the Vertec thin-style straight grip on the M9A3.