New gun CQBR_what you think?


(iezza) #1

i think there should be a new rifle for brink which is a CQ rifle, there is nothing to fill the slot inbetween rifle and submachine gun. i have made a blank mesh for it without textures or the like and i have posted it here. it is 13k faces, how much do SD usually have on their guns?


(SphereCow) #2

Nice. It’s really hard to tell how many tris/quads they use, tbh. The amount used in first person differs vastly from that of first person. The difference could be almost 12k for first and 1k for third or something.

Don’t really get why there needs to be something in between SMG and rifle. It should be AR and rifle.


(iezza) #3

CQ is close quarters. its a close quarters battle rifle. mix inbetween an AR and a SMG.


(SphereCow) #4

shrugs I really like it’s look, in any case. As far as functionality goes, I could care less. : P

You should consider high-polying it up, rather than using edge splits or edge ‘sharps’

I like that you’re using Blender, and being good at it, btw. Good on you.


(tokamak) #5

Could you give a few reasons why people would prefer a SMG or AR over this gun?


(Shadowcat) #6

The barrel is WAY too high compared to where it should come out of the body, and where it comes out of the body is too high anyway. none of it is in line with the recoil spring that I assume is in the stock. Even if that’s not the case, with that stock so low, the gun would have HUGE muzzle kick. The only reason these issues aren’t obvious is that he threw that flashlight and foregrip on to put some visual weight on the bottom.

Overall, its an interesting looking project, but not anything i would want to see in a game where all of the other weapons are based on the real world.

Also, putting lots of detail into something doesnt mean hes good at blender. Hes not bad at it, but it looks like it was cut out of plywood. Needs more 3D shaping now that he has the profile down, and its a bit late to start working on that.


(dawesti) #7

well looks great, I rather put in my rifle tough… its a noobtube with a muzzla flare thingie, ductaped mags red dot sight and a underslung tube! thats some epic shizzle : D
I even made model for it ! yaaay x )


(kilL_888) #8

[QUOTE=dawesti;317968]well looks great, I rather put in my rifle tough… its a noobtube with a muzzla flare thingie, ductaped mags red dot sight and a underslung tube! thats some epic shizzle : D
I even made model for it ! yaaay x )

[/QUOTE]

the underslung tube is missing a silencer. :smiley:

awsome. rofl


(Shadowcat) #9

[QUOTE=Shadowcat;317967]The barrel is WAY too high compared to where it should come out of the body, and where it comes out of the body is too high anyway. none of it is in line with the recoil spring that I assume is in the stock. Even if that’s not the case, with that stock so low, the gun would have HUGE muzzle kick. The only reason these issues aren’t obvious is that he threw that flashlight and foregrip on to put some visual weight on the bottom.

Overall, its an interesting looking project, but not anything i would want to see in a game where all of the other weapons are based on the real world.

Also, putting lots of detail into something doesnt mean hes good at blender. Hes not bad at it, but it looks like it was cut out of plywood. Needs more 3D shaping now that he has the profile down, and its a bit late to start working on that.[/QUOTE]

My last post seems a bit blunt, so I’d just like to add a few things. You really do seem to have a good understanding of the program. Proportions and spacing are very good, at least with the profile.

What i think you really need to start working on is moving around your work plane, and thinking more 3 dimentionally. Instead of cutting everything out of a flat sheet of material, extrude shapes where you need them.

This becomes very useful for things like the barrel, when you can extrude it all at once from the body, and then it will be in the right place when you build around it. It also allows you to have some roundness in your extruded shapes instead of having to go back and clip all of the corners off; or more importantly, avoid having to add material (can be difficult).


(fearlessfox) #10

Two things:

  1. Don’t call your own work “very good”. If it is very good, you will be told. Self aggrandizement = fail.

  2. The gap between SMGs and ARs is minute, a new gun type doesn’t fit in there.

Redundant design.

I’m not calling your work rubbish, just in case you take offence, I just think this is a rather thoughtless idea.


(Butcher Rabbit) #11

Here’s my strictly non-professional and totally subjective view of this, so if you don’t agree with any of it kindly disregard as coming from an uneducated person who means well :slight_smile:

The model looks like it is very much based off of an M4 Carbine with a rails system, and off the top of my head there isn’t anything in Brink that looks quite like it, so kudos :cool:

As for the modeling, it does look quite 2 dimensional, like it was an outline cut of a block of something, like wood or metal, especially from the stock forwards to the barrel. Some curves around the pistol grip, stock, and upper housing (main part of gun above trigger) would really help this look like a functioning bit of hardware. How you would do this I can’t say. The last time I messed around with 3d modeling was back in 98/99 with Lightwave and Maya.

As to the concept of needing a CQB AR in game, I’m not sure there is one explicitly. More stuff is always cool, more guns in a shooter just adds more stuff to do, and weapons that can bridge gaps are always nice. The problem I have is the progression from AR to SMG in the game already seems pretty clear to me. You start at Rockstedi, to Rhett, Gerund, then Euston as a very SMG-like AR, then pick up with the Bulpdaun down to the Kross or Tampa. The niche between Euston and Bulpdaun just seems quite small to me, and I can’t imagine something that would fit in that gap that can’t be covered by both. Also, an M4 platform never struck me as a close quarters rifle.

All in all, the model looks like a very solid start/prototype, and I’d love to see where you polish this up to. It would be really cool is this was translated into the game at some point too :cool:

Finally, this is just awesome. That you would take the time to see what people are complaining about (AR vs SMG), work up a potential solution, then make it into an actual model makes me very happy.

Short Version:
Awesome! It looks cool! A little refining and it will be just cooool.
I like more guns, even if I can’t figure out where to pigeon-hole them!
You’re awesome just for doing this!
:stroggtapir::D:stroggtapir:


(iezza) #12

[QUOTE=Shadowcat;318003]My last post seems a bit blunt, so I’d just like to add a few things. You really do seem to have a good understanding of the program. Proportions and spacing are very good, at least with the profile.

What i think you really need to start working on is moving around your work plane, and thinking more 3 dimentionally. Instead of cutting everything out of a flat sheet of material, extrude shapes where you need them.

This becomes very useful for things like the barrel, when you can extrude it all at once from the body, and then it will be in the right place when you build around it. It also allows you to have some roundness in your extruded shapes instead of having to go back and clip all of the corners off; or more importantly, avoid having to add material (can be difficult).[/QUOTE]

YEah, im subdividing a hell of a lot of things and making it much smoother.


(iezza) #13

Please consider the fact that im only 14 and there are almost as much faces x1000 compared to my age in that gun :stuck_out_tongue:

Currently im working on a pistol, its got helluva long barrel and a lot of screws. ive got 1.5k faces in ONE screw… !


(iezza) #14

LAst thing, can anyone draw up soem concept design for me? Would be very appreciated.


(Shadowcat) #15

And that’s what I’m suggesting you avoid doing as much. Using Blender speak, if you work with primitives more, then you can get more detail without having to subdivide so much. It makes work faster, makes things look more realistic, and gets more detail with less faces.

You seem to be caught up with how many faces the thing has, but that’s not really whats important for a 3d model.

Extra Credits, from escapist magazine, did an excellent video recently on the difference between graphics and aesthetics.

High face count isn’t a badge of honor, low shape count is. The more detail and good looks you can fit in without substantially increasing the face count, the more skill you can claim to have.

Edit: about your screw, i fail to see how thats nessicary. All you really need to make is a screw head, since you will never be seeing the threads once they are in a model. A screw head can be as simple as a flat cylender with a slot in it, and it will add the visual detail you are looking for.


(iezza) #16

[QUOTE=Shadowcat;318077]And that’s what I’m suggesting you avoid doing as much. Using Blender speak, if you work with primitives more, then you can get more detail without having to subdivide so much. It makes work faster, makes things look more realistic, and gets more detail with less faces.

You seem to be caught up with how many faces the thing has, but that’s not really whats important for a 3d model.

Extra Credits, from escapist magazine, did an excellent video recently on the difference between graphics and aesthetics.

High face count isn’t a badge of honor, low shape count is. The more detail and good looks you can fit in without substantially increasing the face count, the more skill you can claim to have.[/QUOTE]

So primatives= the Meshes you can chose in “add”? sorry. only been in blender for a month and a bit.


(Shadowcat) #17

Yeah, try to work with positive shapes a bit more, rather than negitive shapes. Both work for different purposes, but for a lot of things, its much better looking to create a shape than to cut away from a block.

For more complex shapes, extruding from an outline can be a very useful tool.


(SphereCow) #18

Primitives are basically boxes and cylinders, and anything really simplistic in shape. You don’t have to make one big mesh then cut it up. Shapes can be separate.

Lol. When did he do this?


(Shadowcat) #19

His youtube video name was “awesome gun in blender” and he called it “very nice” in the details section.


(iezza) #20

That was just to get views :stuck_out_tongue: