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File: 101 KB, 1920x1080, m82-barrett-high-poly-sniper-rifle-with-silencer-and-muzzle-3d-model-max.jpg [View same] [iqdb] [saucenao] [google]
596326 No.596326 [Reply] [Original]

How is this even legal?
https://www.cgtrader.com/3d-models/military/gun/m82-barrett-high-poly-sniper-rifle-with-silencer-and-muzzle

I wonder if there are actually people that buy this? Can't be. I would stay far away from that download button even if it was free.

>> No.596329

>politics
>shit bait

ban

>> No.596333

only a cad model would suffice to get the actual gun

the machine tools alone would bankrupt you, so its not even a possibility

>> No.596338
File: 148 KB, 1198x818, sharps.jpg [View same] [iqdb] [saucenao] [google]
596338

>>596326
literally a toy

it's no more illegal than blueprints.

>> No.596342

Just to make things clear, I'm not talking about it being illegal because it's a weapon, but because it's so shitty for such a high price.

>> No.596343

>>596342
Capitalism?

>> No.596345
File: 360 KB, 1920x1080, m82-barrett-high-poly-sniper-rifle-with-silencer-and-muzzle-3d-model-max.jpg [View same] [iqdb] [saucenao] [google]
596345

HOLY

>> No.596347

>>596345
It's a HIGH-POLY version. Still shit, though.

>> No.596349
File: 67 KB, 768x1024, 1513058775286.jpg [View same] [iqdb] [saucenao] [google]
596349

>>596326
>70 amerikan dollarydoos
>For some cheap looking counter strike source skin

>> No.596350

>>596345
quality content

>> No.596351

>>596350
>>596345
WTF is wrong with it, huh?

>> No.596356

>>596351
If you have to ask you...

>> No.596357

>>596356
...are probably not a modeller.
Shit, i messed up the post.
Basically, a good artist could make a better looking model with less polygons than there are in the grip.
Not to mention that this is not the way how to model such a grip even if its "high poly".

>> No.596362

>>596326
Could probably buy a used real gun for that money.

>> No.596365

>>596351
Nothing, it is a great piece of art, built proof to a future where everyone can afford a quantum computer and assets like these are commonplace.

>> No.596387

>>596333
Yeah you need a CAD model with every part, but also this is clearly a toy like
>>596338
said, but as for the machine tools costing a lot. It's really ONLY an Auger and a solid lower mold
>>596345
Enjoy rigging that shit plastic to even hold a real trigger assembly

>> No.596388

>>596357
Well how would you model that grip then?

>> No.596389

>>596365
As I said, it's a high-poly version you're supposed to bake to low-poly. I don't get it. If it can bake nicely I don't understand what exactly is the problem here? He maybe subdivided too many times, is it that hard to reverse it?

>> No.596391

>>596389
There's just a lot wrong with it, too much subdivisioning in parts that could hold their shape just fine with less than half of the amount of polygons present (the internal guts, the flat sides of the gun, the lenses of the scope, that damn grip). It's not in a PBR workflow even though it's so much more flexible and makes your hard surface stuff look amazing, but I'll put that down to personal preference.

I mean, let's assume that this guy made it High Polygon not because of his lack of skill or the mistake of subdividing too much, but because he legitimately just wanted to put a lot of useless, dead polygons in there; if I'm looking for a gun model, am I really expected to pay 70 dollars (the 50 dollar price tag is a discount right now), just for the pleasure of having to retopo and bake this thing? That is absolutely mental, I'd rather spend 20 dollars on pluralsight and have a go at making my own guns.

>> No.596392

>>596391
Where can I learn a PBR workflow? I agree there's too much subdiv, but I mean, if it's already high-poly and will need retopo, at that point I just didn't understand why does it matter, even if it is unnecessary. I certainly wouldn't go this high with poly count, that's for sure. But for that grip though - how else would you get a shape THAT smooth? It could be unnecessary, but it is still smoothing it more and more with every subdiv level, how can it be worse than whatever method you'd use?

>> No.596405
File: 98 KB, 504x536, HFYy3DR.jpg [View same] [iqdb] [saucenao] [google]
596405

>>596388
First i would get better reference images.
The grip he modeled is totally half-assed and wrong looking.
And then i would model it properly so that it looks like in the image.

>> No.596407

>>596392
Go to Allegorythmic's YT channel and learn Substance Painter, by doing so you'll also learn PBR workflow.
Its piss easy, just do it.

>> No.596408

>>596407
What? I know how to use SP. I know what a PBR is (at least I hope so). But he connected a "PBR workflow" with modeling and I don't know what that means nor what would PBR have to do with modeling.

>> No.596410

>>596405
I'm not talking about the look of it, maybe he failed at it. I'm talking about the approach, and was asking what is particularly wrong with that approach he used. You were talking about less polygons needed to model it. How would you do it?

>> No.596411

>>596408
"PBR workflow" just means a workflow where you use metallic/roughness maps to determine the physical properties of your object in the texturing phase after you're done modeling them.

I didn't mention this together with modeling, I just happened to mention it after I said that there's too many polygons in it.

>> No.596415

>>596411
Ah, okay then.

>> No.598917

>>596410
>How would you do it?
Literally using less polygons retard. I'm not even a modeler but I looked up a 30 min video of basic shit once, so this is how I'd improve it:
>take that grip
>create a cube
>put the grip inside the cube
>use a boolean operation to remove the grip from the cube
>the cube is now a mold for grips
>create another cube
>overlap both cubes
>boolean operation to create grip
>the resulting grip looks the same but with fewer polygons because it's optimized automatically
>perform additional "cleanup" stuff, whatever that means
>profit

>> No.598925

>>598917
>I'm not even a modeler
Yeah we can tell

>> No.598930

>>598925
Nice argument. I bet you're mad as fuck that you didn't think of that before.

>> No.598948

>>598917
Lol, better know what you're talking about before calling someone a retard so easily.

>> No.598949
File: 3.00 MB, 1636x1491, 1466293538984.png [View same] [iqdb] [saucenao] [google]
598949

everyone in this thread is ass and wrong
>>596326
>exact copy
wrong, it's missing like 20 moving parts
>>596333
wrong, you can figure it out from a poly model just fine, if it actually had all of the parts
>>596338
blueprints are illegal according to ITAR laws, which the State Department does not fuck around with (see the Liberator).
The reason you can see gun blueprints floating around the internet is
a) because they are wrong and intentionally made to be wrong
b) the state department can't stop everyone from uploading them

>> No.598973

>>598917
nice bait

>> No.599463

>>598925
>>598948
>>598973
He's right you retards, there's such a thing as having too many poly. If you go to your program and set up the specific screen resolution you will be suing to display the render, it will be able to optimize it the way he said just fine, because chances are that in the target resolution you can get the same observable result with far less poly. It's that inverse-mold something that Disney keeps using to do the ears.

>> No.599466

>>599463
Yes, that is too much poly for a usable model, I don't know who said otherwise. But I don't think it's too much for an hp version. Does it really matter how many polys hp has?