ExplosivePoop
Member
[Mods: Wasn't sure if this belonged here or in the suggestions thread. Feel free to move it.]
First time modeling anything. Not too hard, actually. I realize it doesn't look like much, but I haven't a shadow of a doubt it will appear perhaps 20 times better with textures, skins, particles, and animations. Take a glance, tell me what you think. The finished product will debut in my server. We CG lovers need variety.
If you're clever, you'll notice the ammunition housing and shell ejection slide located on the upper-right area of the main firing housing. This is where I intend to place the heat grill found on the original chaingun, just for a little nostalgia (and because the main housing seems a bit bare without it). Spent casings are ejected from the top-rear of the housing so as to reduce eye-target distraction, which plagues a handful of new players I know. I decided maybe a flash-hider (fully functional - less particles and much cleaner flash) was in order because it would make it easier to trace since the muzzle-flashes sometimes block tracers. Futuristic f-h so it would fit with the idea of a futuristic yet physics-reliant game.
...Sadly, all of these advantages make up for a lack in power. Damage of the CG vs. Vulcan would come to be around 3::2. However, the Vulcan has a 15% increase in fire rate, possessing superior carbon-mesh stainless steel to provide higher tolerance for overheat temperatures but slightly more spread than the CG. The Vulcan also possesses superior range due to lengthier barrels. Also, the Vulcan's arming delay is 20 miliseconds longer than the CG due to an improved bolt-catch/release system allowing for smoother firing. The f-h also serves another purpose -- as it rotates, it acts as an air-intake, thus cooling the weapon significantly and muffling the blastwave caused when explosive gases leave the muzzle and come in contact with air. The result is a minigun fitted with invisble suppressors. (probably gonna take this idea out - disregard it if you wish).
On a side note, I have absolutely no idea how to create the animations for it. I can do texturing but rather poorly. If anyone's interested in helping me out with the anims and textures, PM me. If not, looks like I'm on my own.
[Edit]: .4 and .5 represent Vulcan V.2
[Edit2]: Skinned it. Disregard the poor quality as the colors are meant to give one a basic idea of what color and hue would be placed where. .DDS editing would fix this issue as well.
[Edit3]: Updated entire Minigun. Fresh start, overall better quality. Added complete housing made to fit together with the weapon mount located on a Legionnaire's arm. Changed color scheme to scratched black, green, and stainless steel. Added a casing-ejector on the upper-right of the housing. Entire thing appears grainy in C4D and screenies due to a weird resolution bug with C4d. Keep in mind that I don't have shadows or 3d-rendering enabled on C4d; this deteriorates the visual quality in screenies. No biggie, it'll look just fine in-game. Still haven't animated it yet.
~Sky
First time modeling anything. Not too hard, actually. I realize it doesn't look like much, but I haven't a shadow of a doubt it will appear perhaps 20 times better with textures, skins, particles, and animations. Take a glance, tell me what you think. The finished product will debut in my server. We CG lovers need variety.
If you're clever, you'll notice the ammunition housing and shell ejection slide located on the upper-right area of the main firing housing. This is where I intend to place the heat grill found on the original chaingun, just for a little nostalgia (and because the main housing seems a bit bare without it). Spent casings are ejected from the top-rear of the housing so as to reduce eye-target distraction, which plagues a handful of new players I know. I decided maybe a flash-hider (fully functional - less particles and much cleaner flash) was in order because it would make it easier to trace since the muzzle-flashes sometimes block tracers. Futuristic f-h so it would fit with the idea of a futuristic yet physics-reliant game.
...Sadly, all of these advantages make up for a lack in power. Damage of the CG vs. Vulcan would come to be around 3::2. However, the Vulcan has a 15% increase in fire rate, possessing superior carbon-mesh stainless steel to provide higher tolerance for overheat temperatures but slightly more spread than the CG. The Vulcan also possesses superior range due to lengthier barrels. Also, the Vulcan's arming delay is 20 miliseconds longer than the CG due to an improved bolt-catch/release system allowing for smoother firing. The f-h also serves another purpose -- as it rotates, it acts as an air-intake, thus cooling the weapon significantly and muffling the blastwave caused when explosive gases leave the muzzle and come in contact with air. The result is a minigun fitted with invisble suppressors. (probably gonna take this idea out - disregard it if you wish).
On a side note, I have absolutely no idea how to create the animations for it. I can do texturing but rather poorly. If anyone's interested in helping me out with the anims and textures, PM me. If not, looks like I'm on my own.
[Edit3]: Updated entire Minigun. Fresh start, overall better quality. Added complete housing made to fit together with the weapon mount located on a Legionnaire's arm. Changed color scheme to scratched black, green, and stainless steel. Added a casing-ejector on the upper-right of the housing. Entire thing appears grainy in C4D and screenies due to a weird resolution bug with C4d. Keep in mind that I don't have shadows or 3d-rendering enabled on C4d; this deteriorates the visual quality in screenies. No biggie, it'll look just fine in-game. Still haven't animated it yet.
~Sky