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Weapon Fan Little Showcase | Locked | |
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Apr 16 2014 Anchor | ||
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Apr 16 2014 Anchor | |
Sexy gun renders, texture those bad boys and get them in a game! --
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Apr 17 2014 Anchor | ||
Wow, clean highpoly models; very nice! What is the upper model rifle called in real-life? That is such a dope sniper! Or did you just make that one up. I'm not a weapon geek, so more or less every shotgun I see is a "Benelli" and the rifle on bottom is a "SCAR". Would be interesting to know if these rifles actually exist. If not you have a great eye for the right proportions. Oh - and welcome to the site I call home ^^ Nice to see more modelers around! Edited by: SinKing |
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Apr 17 2014 Anchor | ||
The first one is the Remington MSR, the second is a prototype from Andrew Adkins called, Remington 590 for a game in progress and the last one is Magpul Masada ACR (ACE Version) called by myself. |
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May 19 2014 Anchor | |
Really nice work here Skyfall! Do you have any wireframes to show off? Ben |
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May 20 2014 Anchor | ||
These are obviously highpoly. The wireframe will be so dense that you cannot see anything anyway. "Did you ever bake any of those down to make them usable?" would be the better question to ask. And yeah - any textured models, or only these highpoly, Skyfall? |
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May 22 2014 Anchor | ||
Yes, obviously iam not a texture artist but i did a try, sorry, no screens of the msr yet. |
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May 22 2014 Anchor | ||
Ah comon, don't sell yourself short, these are all great! These textures are a perfect base to add more grime and dust in crevices and around the handle. The only thing I'm missing is really some wear in places that get touched all the time, e.g. the grip. Instead there are a bit too many scratches around the metal edges, considering how clean the rest of the models is. Maybe you used Ddo. That tends to make scratches where you don't want them. I also tend to think the weapons get a little dirtier on their bottom and a little bit sunbleached on top. On some of the old AK's I've seen, you could almost see the layers of grime from dirty hands touching them over decades. Adds a nice patina, almost like a polish. Something to try out would be to create a noise texture for the Magpul, just for the normal map (just create Photoshop noise and put (RGB) colors to 0.5,0.5, 1. Add this to the specular map also and it should give you more of the roughness effect surface I recall from Magpul images. I don't know if you intentionally chose a different color from the usual, lighter color. I agree that a texture artist could do a bit more in terms of realism, but that's not really due to skills. The more I research and think about a model the more naturally it seems to me to texture it a certain way. The problem I usually have is just that I'm so happy when the modeling and baking is done that I get a bit lazy on the textures. I think for modelers the challenge is always to make a nice mesh and not so much to make a 20 hour texture for it. I often wonder about it myself, a lot of my own work would look better, if I spent more time texturing, too. So, yeah I know the feeling ^^ Have you ever thought about textures for the sniper scope? When I made that sci-fi rifle I found myself running short of Uv-Space, because of all the different parts. I decided to put the glas/inner scope material on a different texture, but that means the model has two materials. I'm not sure how professionals do this, as it's either that or an opacity blend on the regular, diffuse texture. Either way works, but which one is better? Keep up the work, I'd love to see some vehicles done by you! Edited by: SinKing |
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May 23 2014 Anchor | ||
Thank you for your kindly words, however i did my best try with textures, and i can call myself just a modeller, anyway i will have on mind modeling vehicles, iam focused on furniture modelling, btw i did this a few days ago. I need to remind, the poly and tri count for the TAR-21 is 6950, i did a few versions with colors and camo, just watching the good camo overlay all over the gun, and for me looks good, is not a texture btw. Edited by: [Skyfall] |
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Jun 6 2014 Anchor | ||
This last rifle looks like it has a smooth modifier on it. I also don't know why Moddb does this, but I've often seen pictures squashed like this. And if they are not on your Moddb Profile you can't see the "real" image. Did you decide to get rid of the quickpull for the magazine? I like those things, they look cool! I guess the model is supersmoothed just for testing. |
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Jun 9 2014 Anchor | ||
Forgot my profile here, check it here. supersmoothed? i guess the Hi-poly, but the last image with color variants is how the Low poly looks. Edited by: [Skyfall] |
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Jun 9 2014 Anchor | ||
There are a lot of n-gons and not so nice edgeflow on the wireframe of that last model. That stuff can break your shading and create unwanted problems when the game engine tries to triangulate it. And one question pops to mind - why are you focused on furniture modeling? Is that for a job/catalogue work? Edited by: SinKing |
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Jun 9 2014 Anchor | ||
Wow! Nice job. Good luck! |
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Jun 10 2014 Anchor | ||
Ngons, was a key for that part, i think the shading is good when i saw my lp, however both we have different ways, furniture, for my career. |
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Jun 10 2014 Anchor | ||
It's not only about the shading, but also about the polycount. Every Dx11 engine triangulates models you import, i.e. it works with triangles, not polygons. So if you have something with 8 edges, it cannot easily be triangulated. Plus it adds to the tricount. These LP models aren't optimised for in-engine use. They will work for rendering and everything that is not game related/realtime, but they are not clean considering edgeflow and polycount. Another thing is sculpting. You may not want to sculpt anything on your weapons, but Mudbox would not accept these models without error messages. For sculpting to work nicely you try to get your polys as evenly spaced as possible and all quads. |
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